The Climax Boss is the boss at a pivotal moment of the story. The Anti-Climax Boss is when that boss gets killed with about as much effort as it took to fight some of the tougher Elite Mooks. Or the first level Warmup Boss. Either way, there was a lot of buildup, and was expected to be a tense, critical, epic battle ended up being a breeze. Compare The Unfought, where the battle is built up, but never happens, causing the player to feel that they have met an Anti-Climax. Compare and contrast That One Boss, which sometimes causes the feeling that, at the end of the game, you have met an Anti-Climax Boss. Also Contrast Best Boss Ever, naturally.

This trope is parodied in the Tomb Raidercustom game "Simply Purple". Roaring sounds are heard, the player is bombarded with medipacks and other supplies, ominous music plays, and... the boss is a little dwarf that can't even attack Lara properly.

Joachim Karel in Tomb Raider: The Angel of Darkness, if he could even count as a boss. All you have to do is run away from him. Considering that he's a powerful Nephilim, you'd think he'd be a little more challenging.

Eckhardt immediately before that "battle" also qualifies, as you can literally dodge most attacks by just ducking, and even if you do get hit it doesn't damage you that much anyway.

Ganondorf from The Legend of Zelda: Ocarina of Time. He's a Tennis Boss and not even a good Tennis Boss. A previous boss called Phantom Ganon, which is supposed to be weaker than the real Ganondorf, is more challenging, as the arena you fight him in is much smaller, giving you less time to react to the blasts. Even in his Ganon form, where his attacks will do a massive amount of damage if they connect, he's still a complete joke as he's incredibly slow with equally slow attacks. Beating him is as simple as rolling under his legs and whaling on his tail over and over again.

The final battle of The Legend of Zelda: Spirit Tracks can easily end up as this for aggressive players. When you start actually fighting Malladus, he will almost never attack if you constantly hit him with your sword (this is actually the point of the battle, to get Malladus to face away from Zelda so she can shoot him in the back). The short "short" sequence before this is also nearly impossible to fail, as Zelda, whom you must defend from Malladus' flaming boulders while she charges her magic, will never die if she gets hit, but simply lose focus. You lose health if Zelda is hit, but the flaming boulders tend to drop recovery hearts.

Ganon from the infamous CD-i game Link: The Faces Of Evil. All you have to do is throw the Book of Koridai at him, and..."No! Not into the pit! It burrrrrns!!!"

Also in The Faces Of Evil, a single bomb in the Glutko's mouth kills it.

Hot Head, the next to last boss of The Legend of Zelda: Link's Awakening. Despite his only attack (the lava particles from when he submerges) doing four hearts of damage, it is very possible to stunlock him with the Fire Rod. The flames from the fire rod that stay for a few seconds can stunlock him, giving you free hits on him. It's possible to defeat him after dousing his flame shell, never submerging again.

Ganon from the linked The Legend of Zelda Oracle games. His attacks, while strong, are very slow and predictable, allowing you to go up to him, spin attack, then use Pegasus seeds to get away before he launches his attack. To top it all off, he doesn't have a final form and is weaker than the vanilla bosses of each game and the boss just before him.

Level 6 of the original The Legend of Zelda is a challenging level, with Gleeok as a Midboss and Wizrobes in most of the rooms. The boss? Gohma, who is defeated in one hit from an arrow.

True Crime: Streets of L.A.: General Kim is the Anticlimax boss of the worst ending, a rather feeble opponent who can be taken down with repeated jumpkicks. If you play each ending in order, General Kim is surprising for two reasons; being the actual Big Bad of the final ending, and being a Climax Boss requiring more fighting skill than any other fight and a tough driving-shooting challenge.

True Crime: New York City has two ending paths. The "bad" ending ends in a simple 2-dimensional Good Old Fisticuffs fistfight against the police captain in a cramped subway car (where you simply punch him until you back him off the screen and off the train), which is rather anticlimactic compared to some of the insane Kung Fu boss fights earlier in the game (including a sword fight against a 7-foot tall Black Samurai Rap Star). Contrast that with the original True Crime: Streets of LA, where the "true" final boss, General Kim, was the best fighter in the game, and the only opponent you had to beat with strategy (mostly blocking then counterattacking) instead of simply button mashing.

Even though he's the leader of The Five, and actually knocks Mike on his ass in the cutscene where he's finally introduced, Dr. Victor Batrachian from Shadow Man is far and away the easiest boss to kill. Given as how he had depopulated an entire prison over the preceding 72 hours without even bothering to unstrap himself from the electric chair, the fact that in the event he comes after you with a baton is a little embarrassing.

You slug your way through Castlevania II: Simon's Quest, enter Dracula's castle with the kickass music, make your way slowly to his altar, re-assemble his body parts... then proceed to kill him with fire before he can even get out of his entrance animation. Even if you don't use the Game Breaker fire weapon, he's still ridiculously easy. He goes around and around in circles, and doesn't do much else; all you have to do is stand in the corner and throw daggers.

Dracula in the first game starts off as a challenging foe, with his minuscule weak spot you have to jump to hit, fireball attacks that spread just enough to be tricky to parry, and love of teleporting directly on top of you for a pile of Collision Damage. His final form looks tougher, but is far slower, more predictable, and has gained a crippling weakness to getting stunlocked with holy water. Not that easy, though, considering you die in four hits.

While much harder, Dracula is still nothing special in Castlevania: Symphony of the Night. Despite having 10,000 HP and being able to hit pretty hard, it is very possible to beat him without any familiars, spells, or even items, since all that HP is shared among his three heads, making it possible to do three times the damage per hit that you'd normally do. He's still significantly harder than most of the bosses in the game, though.

There's also his Super Castlevania IV incarnation. Most of his attacks are easy to dodge with the possible exception of the second one; however, you can actually get healed after that attack (if you attack it), and he uses it on two occasions.

Dracula Wraith in Castlevania: Harmony of Dissonance. His first form is just classic Dracula, which is really easy to dodge in this game, and his second form is a giant eyeball... thing. It's basically an amalgamation of the body parts you had to collect to get to this point. Its only attacks are to shoot a beam, which can be dodged by simply crouching, and to swing his arm at Juste, which can be dodged by being at the edge of the room. Sometimes he uses these two attacks at the same time, but this can also be dodged by crouching and then sliding to the end of the room.

Castlevania: Lords of Shadow continues the series' tradition of underwhelming final boss fights, this time with Satan. He does a pretty credible impression of a challenging boss, with lots of health, potent and hard to avoid attacks that can be chained to devastating effect, the ability to summon groups of dangerous adds, and the same mechanic from the utterly brutal Silver Warrior fight, in which the player has to rapidly cycle between light and shadow magic in order to do more than Scratch Damage. He could easily be That One Boss himself, except for one thing: so long as the player hits him with the right type of magic, each successful attack restores a preposterous amount of health. A single hit can bring back 20-25% of Gabriel's health, so the sort of 3-hit chain that any player who has gotten this far can execute in their sleep can restore one from critical to near-full. Oh yeah, and this is the one fight in the game in which Gabriel's magic gauges can never run out.

The final boss of Saints Row 2. The first 3 are fairly epic in their own right, including an ATV vs Jeep fight in a mall and a sword fight on a burning ship. The pre-boss fight was hell in a handbasket, using a helicopter to fend off other helicopters while attacking several gate locks in order to get at the guy. The final boss? Dane Vogel in his office, who you can quickly proceed to blow up with a well-placed satchel charge. Even the lead-up to it isn't that great, making it feel like the whole thing was just put in for a final mission arc.

Mikiko. After a fairly intense battle with Kage, you think you're done, but wait, one last fight...that will go down in two shots, tops. After an entire game of the poor AI keeping you from doing anything, shooting this final boss will give the player more satisfaction than anything else in this game.

Kage Mishima's no Spring Chicken himself; despite being a melee-oriented enemy, he's very slow, making it very easy to just back away from him and unload your best heavy gun into his face. He does have a ranged attack where he sends a wave of ghosts at you, but that can also be avoided by running in circles.

Saddler from Resident Evil 4. As the final boss in a game filled with tough, memorable boss fights, you'd think his fight would be pretty epic. But that isn't the case, with an obvious weak spot, a surprisingly low amount of health, and attacks that do relatively little damage. Plus, the fight takes place in an area that contains several traps which can be used against him, making the fight even easier. He provides a more challenging fight against Ada in Separate Ways, but in the last part of the battle (which corresponds to Leon as per the main story) all she has to do is speedrun through the towers of the island's pier while dodging a few enemies to reach the rocket she's supposed to throw to Leon for him to finish Saddler instantly.

Birkin's final form in Resident Evil 2 is just a giant blob who can't even hit you if you don't stand next to him.

Kirie from the first Fatal Frame game is unintentionally anticlimactic. The designers went out of their way to make her very hard in some aspects — one hit from her is instantly fatal, and only a fully charged camera shot can hurt her. But to make the fight doable, she lacks most of the features that make other fights challenging: she's slow and has a low attack range. Once you get the hang of it, she's really not that challenging.

Shredder in Teenage Mutant Ninja Turtles (1989) is this. He has very damaging attacks, but he is the only enemy in game who can be knocked back by attacks, and his AI is also bad. It's possible to jump onto the right side platform and spam projectiles in his general direction, or even just corner him in the correct spot and smack him whenever he pulls his weapon out.

Evil Bomber in Bomberman Hero. After getting 5s on every level on the first five planets to unlock the sixth planet — the toughest part of which is probably getting 5s on the boss levels — and going through two of the most insane levels in the game, you get to the last boss and...he's about as tough as Nitros, at worst.

Want proof? TheStrawhatNO! completely wrecked his sh** without letting him do anything but swoop. (He does have nastier attacks, but his AI never selected them.)

Despite being one of the most powerful creatures in existence, doing battle with Kain in Legacy of Kain: Soul Reaver isn't very impressive in comparison to his sons. Each time you fight him, you only need to smack him three times while he stands still and shoots lightning bolts at you, and then you watch a cutscene.

The end of Soul Reaver 2, and the closest thing the entire game has to a boss encounter. It's completely impossible to die because the Reaver keeps your health at maximum, and you can't even drop the sword to give yourself a challenge. Thanks to this, the final encounter against Sarafan Raziel becomes drawn out, but still unchallenging.

The titular Hydra of the freeware Galius-like Hydra Castle Labyrinth is a complete joke, mainly because you can safely position yourself under its four heads and send a constant strea of axes into them. Once the heads are gone, all the Hydra can do is charge at you, and the headless body goes down in just a few hits.

The final battle in the official tie-in game to The Phantom Menace makes it possible to kill Darth Maul in just a few seconds by Force-shoving him into a Bottomless Pit. While this is (somewhat) faithful to the film, it does make it look kind of ridiculous that Maul was able to dispose of Qui-Gon so easily just beforehand.

Sir Kael, the main villain in episode 2 of The Last Resurrection. When you finally meet up with him, he's standing still, facing the wall and not even noticing you. All you have to do to kill him is walk up and touch him.

The Shantae games has a pattern of giving the players a relatively easy penultimate boss fight before bringing in the absolutely brutal Final Boss. For the plot-critical examples:

Despite being much-hyped as a Doomsday Device, the All-Purpose Steam Powered Tinker Tank in the first game has little defense against Shantae since the Tinkerbats had apparently forgotten to install anti-personnel weapons on it. The only way it could damage the Half-Genie heroine is if she falls on the tank threads or stands in front of its two steam vents, both of which are trivial to avoid since she has the Harpy form by that point. It's not quite to Zero-Effort Boss levels since you still need to figure out how to destroy it, but you have all the time in the world to do so.

The Pirate Master, the Final Boss of Shantae and the Pirate's Curse, is this if you fail to collect all 20 Dark Magic. With only two kinds of attacks that are easily blocked or avoided, and a lot of moments where he leaves himself wide-open to a series of hair-whips, there's a reason why he's one of the easiest bosses to defeat in the game without taking any damagenote Second only to the first boss in the game according to the Global Steam Achievements stats. Of course, if you do manage to collect all 20 Dark Magic, he will then change to his true form for a real challenge.

Widget from Overlord: Dark Legend could easily be killed by just standing out of the reach of his flamethrower and letting the red Minions attack him with their fireballs from a small ridge. Since they are standing on a higher level than he is, his close combat attacks won't reach them and he only attacks them with the flamethrower, which they are immune to. Then you have to wait until he dies and realize that this was the final boss.

Beat 'Em Up

In Urban Reign, after proceeding through most of the game solo taking on various criminals, gang members, psychopaths, martial artists, and a couple of giants that the game simply describes as "monsters", the last boss is none other than the corrupt Mayor, who dies with about 2-3 punches. On the other hand, he's the only one who uses a gun, and the game doesn't hesitate to make its damage realistic.

Subverted in Two Crude Dudes. The last boss is a pint-sized scientist in a labcoat who can't do anything except run around and ineffectually thump you while you kick the bejesus out of him. Unfortunately, once you've had your fun, he mutates into a pretty badass Sequential Boss.

The final boss of the first Kunio-kun game (Renegade being the American localization), an evil Yakuza boss named Sabu, is depressingly easy to beat. Although he's the only baddie who uses a gun and can kill with one hit, he can only shoot along one single trajectory, so all you have to do is duck right in front of him and keep whaling on him until he goes down.

In River City Ransom for the NES, the final boss, Slick, is quite easy compared to the second-last fight against the Dragon Twins. Even more so if you have two players. Averted in the GBA remake, where Slick is a beast of a fight, using telekinesis powers — he still isn't as strong as the Dragon Twins, but he's not a trivial fight anymore.

In Batman: Arkham Asylum, Killer Croc is heavily built up as a massive threat, with a torn apart animal cage with skeletons in it, the patient diaries where he bites a man's hand off, and the fact that he's a Nine-Foot-Tall lizard man. When you face him he's more a stage hazard than enemy where all you have to do is slowly walk across platforms, occasionally tossing a batarang if he decides to show his face.

Joker. All you do is run in circles, wait for him to get bored, and beat up his mooks before pulling him down with the Batclaw and punching him in the face while he's stuck in the ground. This repeats three times. Honestly, the previous fight with the Titan henchmen and army of mooks was harder.

The Sequel, Batman: Arkham City Has the fight against Penguin. After a surprise Puzzle Boss Fight with Solomon Grundy, who hits very hard, moves surprisingly fast, and has three stages, The Penguin decides to fight you himself. Alone. One quick Batarang and a few punches later, He's down for the rest of the game.

Man-Bat is built up as a hulking, inhuman monstrosity that has already brutally murdered at least one person, and could surely give Batman a challenging fight. He does not attack, and you beat him by tracking him down throughout the campaign and flying into him like you would a drone, whereupon Batman doses Man-Bat with a syringe of antidote in a non-interactive cutscene.

Firefly, who was the subject of an epic boss fight in Batman: Arkham Origins, here simply flies away while you chase him in the Batmobile and occasionally lobs a fire attack into the road below. When you catch up to him, it takes a simple button press to take him down.

Azrael was heavily built up in City, where he appeared out of nowhere to warn of the third game's events and exhibited quasi-supernatural abilities. He is also shown to be Batman's equal in combat here, having extensively studied his style. Batman never goes toe-to-toe with him, and the final confrontation consists of the player making a choice from Azrael's perspective; if he chooses to kill Batman, Batman will instead counter and punch him out in a cutscene.

Hush got away from the previous game with the promise to become the calculating, competent foe he was in his famous storyline, having already sewn together a replica of Bruce Wayne's face and implicitly going to utilize the fear gas found in his lair. His side quest is the shortest one in the game, spanning about three minutes and one scripted counter-attack, and his scheme is laughable: walking into Bruce's office and attempting to drain a large sum of money from the account, without taking into account any possible security measures. The fear gas tease is never followed up on.

The battle with the Arkham Knight has become infamous in the fandom for this reason. Every encounter in the story builds him up as Batman's physical equal and a schemer who knows everything about the Dark Knight. However, the anticipated fistfight or Mr. Freeze-esque Final-Exam Boss never comes — you engage him twice in the Batmobile, once to destroy the Cloudburst and the other while outrunning his excavator. After his unmasking as Jason Todd, he takes up sniper positions around the room and you simply have to sneak through normal mook-filled stealth sections while avoiding his small circle of vision. After this "battle", he undergoes a Heel–Face Turn and disappears until the ending.

Deathstroke, your opponent in what was likely the most intense battle in the series aside from Mr. Freeze and one of the most skilled combatants in the comic universe, returns to Gotham after the Arkham Knight's battle and takes up command of Scarecrow's militia, challenging you personally after all of the security checkpoints and watchtowers have been taken down. You fight him in the Batmobile while he is in a tank and surrounded by equally large tanks, in what is almost an exact clone of the first Arkham Knight fight. After the tanks are disabled, Batman takes him out in a cutscene with a single punch.

Finally, Scarecrow has no semblance of a proper Final Boss battle, despite fans waiting the entire series to take him down. After mentally defeating Hallucination!Joker, Batman becomes immune to the concentrated fear toxin, breaks free of his restraints, and shoves Scarecrow's needles into his own neck, condemning the man to a life of paralyzing fear. The grappling for the needles plays out identically to numerous other Press X to Not Die segments in gaming, but there is not even a button-mashing segment to go along with it.

Done intentionally with Electrocutioner in Batman: Arkham Origins, where it looks like you're about to have a difficult battle against him, only for him to go down with a single punch.

Dragon Ball Z Legacy of Goku 2 has this with the final battle against Cell. Since your Eleventh Hour Superpower is ridiculously overpowered even by that trope's standards, you cannot lose against what is statistically the strongest enemy in the game, even if you actually try to lose. Well, that's what the fight was like in the series the game is based on.

Driving Games

Stage 20note Stages are displayed 20 at a time; to progress to the next group of 20 stages, you need to beat the current block of 20 stages first. of Wangan Midnight Maximum Tune and its sequel pit you in a showdown with the Blackbird and the Devil Z. Said showdown ends on the straight 5-kilometer stretch of the Wangan Line, where the opponent AI is trivial to beat so long as you don't run into any walls or traffic cars.

In Need for Speed ProStreet, Nate Denver, the "Speed King" is this, since the type of races that he specializes in are long distance sprint races across barren highways with minimal-yet-hypersensitive turning - essentially supercar territory. Yet, after unlocking his events and dominating the competition (including Nate's own teammates, one of whom has a Pagani Zonda) you get to Big Nate and find he's driving... a slightly above average '65 Pontiac GTO, which, while undeniably a Cool Car, is also outclassed by literally everything you've come past to reach him, turning the final Speed races into a cakewalk.

The Shainto clan face an insanely difficult boss battle, but after this enemy is finally killed, the player learns that he was merely The Dragon and the true leader of the Narukagami is... an unarmed young woman kneeling in the next room. She patiently awaits her death, but the player can choose to spare her if so inclined.

The boss that the Narukagami clan face in Bushido Blade 2 tries to put up a fight, but one blow to his armored front stuns him, and one more blow to his unprotected back kills him. The end.

In the Adventure mode of Super Smash Bros. Melee, both Bowser and the optional Giga Bowser are a joke compared to many of the previous fights in the mode (especially on the higher difficulties, where the team fights can be downright brutal). Both of them are huge targets, which makes them incredibly easy to combo, and also have an easily exploited AI. The only thing that makes them remotely difficult is that in the odd event they do decide to use one of their stronger attacks and manage to connect with it, it can send you flying even at a low percentage.

Sonic the Fighters: After defeating the nearly impossible Metal Sonic, you are confronted by Dr. Robotnik in his Mecha Suit; you are also put in an Infinity+1 Sword state known as Hyper Mode. Dr. Robotnik will rarely get an attack off. However, this is probably to make up for the fact that the Death Egg II itself is about to go down, giving the player a very short window of time in which to defeat him. Hacking has shown that Robotnik has a wide range of (almost instant kill-inducing) moves, so the decision to make the final stage a Curb-Stomp Battle was probably done so as to frustrate kids less after the difficult Metal Sonic battle.

In X-Men vs. Street Fighter, the (pre) final boss is Apocalypse. While he looks impressive and his arm is almost as big as you are, he is quite easy to take down with most characters by simply jumping over the arm and using heavy punches repeatedly.

In Magical Girl Lyrical Nanoha A's Portable : The Battle of Aces, Material D, the Ruler of Darkness, is normally a decent fight, being a far more powerful Evil Twin of Hayate... except in Reinforce's story mode, where she serves as the final boss. This is because the game hands you Unison Reinforce, who has all eighteen skills in the game, making her a fast, tanky, barrier breaking, auto-guarding, Mana saving, healing, speedy Mana and Sprint Meter-recovering Purposely Overpowered character with high damage on all ranges that could use her plentiful stocks of Super Modes with impunity since she gets them all back after every round. Needless to say, you'd have to try hard just to lose a round.

In BlazBlue: Calamity Trigger, the final boss for Hakumen's Arcade Mode is Ragna. Not the Unlimited version, just normal Ragna. As a result, while not a pushover, Hakumen still has it easier than most. To further reinforce the anticlimax-ness, the fight before him is (non-Unlimited) Nu.

Shinnok in Mortal Kombat 4 definitely qualifies, seeing as you've known all along how he fights and he doesn't offer that much of a challenge like, say, Shao Kahn did in previous installments. And it's not just because you can regularly select him: Rubber Band AI just doesn't seem to work on him like it did for Shang Tsung and Quan Chi in Deadly Alliance.

Fighting Game veterans, and even some who've never played a Mortal Kombat game before, would find Shao Kahn this across the different installments. His taunts run in a pattern, which give fighters easy hits. Shao Kahn on the Game Gear is especially easy, as he has half the life of a normal contestant, and his attacks don't do any more damage than a normal fighter. Considering Kintaro can be beaten with simple strategy, one can play the game wondering why Mileena wasn't made the final boss.

In the Game Gear version of the first game, while Shang Tsung is still very hard, it falls onto Goro to be the letdown boss. Considering he is considered so iconic to the series, it's odd that Raiden is much harder to take down in the game, since Goro will only block when attacked, not retaliating unless you pause to rest your thumb (he can be beaten by continually hitting the "kick" button). It makes him feel like a chance to rest after those brutal endurance matches.

The demon god Demigra in Dragon Ball Xenoverse starts out as a texture-swap of Whis, who is a tricky opponent, but you've already beaten him multiple times in significantly harder missions. Then he goes One-Winged Angel and... he's basically a joke. His strategy is to hover, firing slow-moving projectiles that don't do much damage, while you charge up finishing move after finishing move. There's an Easter Egg ending if you beat him in under two minutes. Some people achieve it by accident.

Xenia is a rather dangerous opponent dual wielding a machine gun and a grenade launcher, however the game's physical limitations means that if you are expecting her ambush, you can shoot her out in the open before she even reaches you. Even worse, she has to cross a narrow path to reach you, which can be trapped with your abundant supply of mines.

Janus/006 in the final level Cradle can turn into this if one of the Mooks on the level happens to drop grenade ammo (which is actually rare). The final confrontation occurs on a tiny platform which Janus retreats to, you can opt to drop the grenade down the hatch and blow him up without actually following him onto the platform.

The Pfhor cyborg from Marathon is the only boss in the game. It has no attacks and dies with less than one load of your pistol, although its countless guards will kill you if you do something stupid. Very fast.

The Cyber Space boss-fight with SHODAN in the original System Shock. If you have upgraded pulsers, you can just park yourself wherever and spam the fire button for a few seconds. It's a little jarring how suddenly the end cutscene starts playing.

For an insane computer who thought herself as a goddess, SHODAN from System Shock 2 is really a complete pushover, while the game was insanely hard (you always lacked ammunitions). Disable the shield with 3 ICE picks (bypassing the hacking minigame), shoot 2 EMP grenades. shoot 6 EMP grenades to her shield, shoot her twice. Use your assault rifle with AP cartridges: just pull the trigger, and she is downed... And you still have bullets in your magazine. Deactivate her shield, jump over the ledge, and hit her at close contact. Or, if you're the OSA type, just spam cryokinesis for 12 seconds. And you are not even hit once while doing this!

This video says it all, really, and covers a handful of non-FPS games, too.

In F.E.A.R. 2, Colonel Vanek goes down after a whack in the face and a shot to the head in a Button Mashing sequence.

Paxton Fettel, the psychic clone-commander from the original, is equally disappointing. After the game shows him as the semi-ultimate bad guy, you find him shellshocked from Alma's mental effects, and a single shot to the head drops him.

After fighting against hordes of highly trained, heavily armed mercenaries and mutant trigen monsters with rocket launchers for arms, the final opponent, Doyle, is an unarmored scientist with a gun that isn't very impressive at this point.

While the Big Bad himself is an utter pain normally, he can also be turned into an anticlimax boss if you know his big weakness, his groin.

Far Cry 3: The final boss is beaten by a series of Quick Time Events, which represent a knife fight. If your reactions are fast enough, you can probably beat him on the first try. If not, it's a matter of learning the pattern. However, there is a big set-piece battle and a couple of cutscenes still to come before the end of the game.

The final boss of No One Lives Forever 2 is your typical Super SoldierGiant Mook, but he has a painfully slow attack and can literally be killed in 2 or 3 seconds with the right weapon (i.e. explosive shotgun shells). All of the series' other bosses avoid this with clever programming (they have to be shot 20 times by any weapon, so you can't just headshot them with a rocket launcher and call it a day).

The final battle of Half-Life 2 consists of about ten seconds of throwing little glowing balls at some metal plates while gunships fire at you. If you want, you can shoot little glowing balls at the gunships, and then shoot the metal plates.

In Halo 3, after fighting through hordes of heavily-armed aliens and bringing down not one, but TWO galaxy-threatening Big Bads, the final fight is an anticlimactic shootout against 343 Guilty Spark. It's anticlimactic not because he turns out to be the final enemy (players have been waiting to take him down ever since the very first game), but because he's ridiculously easy, having terrible aim with his uber beam weapon and making absolutely no attempt to dodge your slow-charging Wave Motion Gun. Also sort of sad considering that Spark is quite possibly the least threatening character in the entire series, and he was really only doing his job protecting the Halo.

Neither Truth nor Mercy go out with the bang Regret did. Whereas Regret personally fought Chief using his heavily-armed Cool Chair and a compliment of Elite Honor Guards, both of his compatriots become victims of the Flood (and the Arbiter, in Truth's case) before you reach them, and die in cutscenes.

You never really fight the Didact in Halo 4: his last appearance has the player shove a grenade in his armor in a quick-time event, after which he falls off a bridge.

Call of Duty 4: Modern Warfare ends with you pulling out a pistol and shooting the Big Bad and his two bodyguards in the back while they're distracted by an allied helicopter. Even if you're really slow and give the Big Bad enough time to turn around and shoot you, you can still survive a shot or two from his Desert Eagle, giving you plenty of time to still cap him. The way the scene is set up, it manages to be surprisingly not anti-climactic. Rather the opposite.

Call of Duty: World At War sort of avoids and uses this trope at the same time by not having a final boss. The last level is just like any other mission, except that the game ends with your character getting shot but successfully hoisting the Soviet flag on top of the Reichstag.

At the end of The Darkness, mob boss Uncle Paulie takes refuge at the top of a lighthouse, where the light robs you of your Darkness powers and leaves you just an ordinary man... yet ultimately Paulie's still just a fat, old dude armed with a peashooter, and a single bullet to the gut brings him down.

The final shootout against Sgt. Duvall in Haze. You're equipped with an assault rifle (and can even bring a rocket launcher into the fight). He's got a pistol. For some reason, he can survive a ridiculous amount of damage, but that doesn't really help him since he can barely hurt you. It's probably so he's able to get through most of his long, pre-scripted Motive Rant before you manage to kill him.

Many consider the boss of DOOM's third episode, the Spider Mastermind, easier than the boss of the second episode, the Cyberdemon. The Mastermind's biggest advantage is an autotracking chaingun attack, but the arena setup lets you manuver to stop this attack relatively easily. The BFG is only available on the third episode, making it even easier.

Far more damning (heh) is Doom 3, in which the programmers had the right idea by making the Cyberdemon the final boss, but cocked it up by making him easier to kill than virtually any other enemy in the game. His rockets are fired rarely and are extremely easy to dodge, and he is taken down after a few hits with the game's superweapon that automatically hits after being charged up.

The first game's final boss Shub-Niggurath... she is inert. Literally. She does nothing but stay there with her tentacles swaying in the air; the challenge is in fighting a ton of high-level enemies standing between you and the teleporter, but when you do reach it the horrible Eldritch Abomination, biggest of all bads, ruler of an entire evil dimension and invader of worlds is killed... by telefragging.

The second chapter in the series features the Makron in the final level. While a fairly challenging boss in its own right, able to rapidly shoot its railgun and fire BFG blasts with impunity, any savvy players will have stockpiled a few quad damage and invulnerability bonuses. The game predicts this and strips your inventory of invulnerability bonuses before the fight, but it doesn't extend this to quad damages. Activate one, bring out the hyperblaster or chaingun, and the Makron doesn't stand a chance.

The final boss of Quake IV, the Nexus, which is essentially a giant brain, is pathetically easy — it simply rests there for you to shoot at it when its shield is down. The only challenge comes from the fact that it is sending regular enemies after you at the same time.

The final confrontation with Strelok in S.T.A.L.K.E.R.: Clear Sky. He doesn't even try to fight you, you just watch him as he runs around the superstructure of the Chernobyl Nuclear Power Plant, and simply snipe him until his energy shield fails (enemy Powered Armor mooks do spawn in to kill you while you're trying to do this, though).

Although normally a decent fight, the Skaarj Queen at the end of Unreal can be taken down with a single shot from the beginning pistol if you've upgraded it fully and are charged up with a damage amplifier. note Only if you are on the unpatched version of the game, though.

Likewise, the Sealed Evil in a Can Tosc that you fight at the end of Unreal II: The Awakening can absorb a very large amount of damage and are armed with a number of one-hit-kill attacks, including an arm that fires a black hole. However, you're armed with the exact same weapon that kills them in one hit too.

The final level in Unreal Tournament III is just a duel between Akasha and Reaper and plays out like any other match.

The Final Boss in Time Shift is the giant mechanical fortress you encounter at the very beginning, destroying the whole city. Instead of fighting it in a cool freeform boss battle, it's a stationary target that you just shoot at a few times from a rooftop a couple hundred feet away. What's worse is that you've known from the start of the game that the villain has the same kind of timesuit as you, and even though his is a beta version, you've been facing hundreds of Superpowered Mooks with time powers reverse-engineered by the Big Bad. So naturally the player expects an epic one-on-one battle against your evil counterpart, but no, what you get is not a battle but an execution.

The final boss of the hastily released, shoddily built Blacksite: Area 51 has literally no AI. After his short scripted behavior runs out, he literally can't do anything except stand in one spot and shoot at you.

Iron Storm: The "final boss" of this Alternate History game is a "rival fight" against a special forces officer who has some interesting tricks; he is equipped with multiple weapons (assault rifle, sniper rifle, machine pistol and grenades), never stops running in circles around you, and can take several dozen bullet hits before dying. However, his head is completely unprotected and all it takes is a few bullets to the face to drop him. Pretty poor compared to the game's earlier 3 bosses, who are all equipped with full body metal armor and full-auto mini-rocket launchers.

The Destroyer, the final boss, is an H.P. Lovecraft-esque alien abomination... which has one way to seriously damage you, a ranged attack launched from its tentacles. These are very easily shot off and take forever to regenerate. With the tentacles dealt with, you can just plink The Destroyer in its weak point until it's dead, periodically taking cover to easily avoid its other, highly predicable attacks.

Subverted in the first piece of DLC, "The Zombie Island Of Dr. ZNed". At first, you fight the not-so-good doctor and he goes down as easily as any of the standard mooks (albeit with a good weapon) and the credits roll past at lightning speed. Then Dr. ZNed comes back as an undead abomination, tears away the end credits, and screams "It's not over yet!". Cue a proper final boss fight.

Also from Borderlands is Skagzilla. You place a corpse to lure him out, and a giant Skag the size of a building leaps out and does a huge epic screech which exposes his auto-crit weak spot for a good fifteen seconds.

Intentionally played for laughs with Slither. The god of a bandit cult, you arrive at the boss area to see an ominous crucifix, which fire swirls under as some of the most epic and ominous music the game has plays, and what emerges is... a scythid crawler, one of the weakest enemies in the game. And no, it's not a case of it turning out to be a Killer Rabbit — it can take quite a bit more punishment than a normal one and deal a bit more damage, but it's still pathetically easy. Even the quest giver is openly disappointed by this.

Wilhelm is set up as a devastating combatant — the Guardian Angel is terrified of him, and the four protagonists from the previous game combined couldn't defeat him. But the actual boss fight is underwhelming, being annoying at worst. There's an in-story reason for this: letting you defeat him is part of Handsome Jack's Batman Gambit, as the power core Wilhelm gives you upon defeat ends up being sabotaged. Jack had also weakened Wilhelm with poison beforehand so that he would go down easier, but any indication of this was left out of the game for some reason, possibly by accident.

The final boss, The Warrior, can also qualify; just stand in the middle area, shoot his weak spot whenever he appears, and if you're fast-ish he'll just flinch instead of attack.

Borderlands: The Pre-Sequel! plays it for laughs. One of the sidequests involves breaking into a heavily secured lab to destroy an unspeakable horror locked in a heavily secured lab. Multiple characters warn you that you should absolutely never enter the lab and face the monster. If you do, you find that the monster is a clone of the Destroyer from the first game... and it's about 1/20th the size of the real version, has only one attack that does piddling damage, and can be destroyed in roughly half a dozen shots.

Fontaine in the first game. It's rather easy to beat him on Hard with the Chemical Thrower in rather short order, without even using any medkits or EVE hypos.

In BioShock 2, the final battle just throws a bunch of Mooks at you in a Hold the Line mission — something you've been through at least a dozen times before. You can even equip the Natural Camoflage tonic, stand somewhere out-of-the-way, and shoot out the pipes at the end to win with the least effort possible.

Most solo Boss battles, such as the first Big Daddy or Subject Omega, can be defeated with the drill alone - as the drill stops all opponents except the Big Sister moving while at the same time dealing large amounts of damage, all you need to do is go up to your enemy and start drilling.

Subject Omega is especially weak compared to your character at this point since you have the "Summon Elanor" plasmid, which summons your Big Sister/Daughter to fight. In fact, several Let's Plays ended up having Omega killed offscreen by Elanor, never even seeing the boss.

The ending involves Big Bad Bob Page lobbing threats at you while he's encased in a shielded anti-chamber, as he tries to merge with Helios. He never gets close to achieving his goal — no matter which ending you take (merge with Helios, destroy the communications hub, disable the shield unit), Page goes out like a whimpering punk. The worst is Morgan Everett's ending (kill Page) — to do so, you simply run around Area 51 to deactivate some power units. Page dies miserably seconds after you deactivate the final device.

Maggie Chow from the original game also qualifies. She is armed with a Cool Sword, but has no ranged weapons, and isn't remarkable in any other way. You can take her down with a single tranquilizer dart, or a single hit from your own Dragon Tooth Sword - and you can draw and swing it faster than she does hers.

In Kane and Lynch 2: Dog Days, this happens to both villains. Glazer (who turns on you early in the game) gets killed by a sniper just before you reach him (after chasing him through a whole level). Kane kills Shangsi in a cutscene. The final "bosses" of the game... are a pair of dogs that chase you at the very end of the final level.

In Homefront, the final boss of the game is the exact same weaponry (tanks and helicopters) that you've been fighting throughout the entire game. The only difference is that you get to rearm anti-aircraft guns to take them out.

In The Chronicles of RiddickAssault on Dark Athena, you have bad guys who will do 1-2 blocks of your 5-6 blocks of health with every punch they land, mech suits, turret spiders, and big daddies {there's one level where you hijack one and carry a little girl on your shoulder}. The final boss is invincible — until you realise you can just walk up and pistol whip her out the elevator shaft.

Jurassic Park: Trespasser's final boss (or technically only boss, since you aren't required to fight other large dinosaurs), the Alpha Raptor, is a slightly enlarged raptor that only takes a few more bullets to kill than a regular one, but is easier to hit due to its size.

Alpha Prime has as its boss a man enslaved by an alien entity and turned into a giant abomination. Which shoots easy-to-avoid fireballs and goes down with a single hit from fixed lasers.

Call of Juarez: Gunslinger: In the "Revenge" path, the final duel is a complete cakewalk, both for in-story and narrative reasons. Put simply, winning that fight isn't fulfilling and considering that a major theme of the story is the futility of revenge, it isn't meant to be. The "real" last fight, against Butch Cassidy and the Sundance Kid, is significantly more difficult and rewarding.

killer7 is mostly a game based on plot, so a lot of these show up. The most notable is the very last opponent in the game. The Last Shot Smile simply runs away and, when cornered, stands still and waits to be shot to death. It has no attacks at all, and all it does is make you wonder who the heck it is.

Game Books

In the Fighting Fantasy game book Space Assassin, the final boss has Skill 9 Stamina 12 — the stats of a typical mid-tier enemy.

Hack and Slash

Reiko in Onechanbara Vortex is That One Boss in Story Mode... but in Survival Mode, she's an Anticlimax Boss. She's now a one-stage battle — removing the painfully difficult second stage from Story Mode — and rather than being forced to use Aya, you can now field Anna or Saki against her, who are much more effective for this fight.

After the brutal That One BossMonsoon in Metal Gear Rising: Revengeance, you get to fight the biggest, evilest, most imposing member of the Winds of Destruction, their leader Sundowner...and he's actually pretty easy. Other bosses have to go through phases, but it's entirely viable if not easier to ignore his shield-gimmick and just flank him. Some players never even get to hear his Leitmotif insert because he just goes down so fast. While he's not the Final Boss, but he's built up as the Big Bad until his death, after which it turns out he's just The Dragon to the real villain.

Lu Bu, of all people, becomes this in the battle of Xia Pi if you do well enough in Dynasty Warriors 5. Instead of staying around to fight, he tries to run off, gets captured, and gets executed for his trouble.

Invoked and justified in Bayonetta 2, where the previously Nintendo HardFinal BossAesir has the Eyes of the World he is in possession of destroyed by Loki, subsequently losing his powers and becoming completely helpless as Bayonetta and Balder take him apart, with his health dropping like a rock at the slightest of scratches. It's also very satisfying after all the hell you've been put through.

MMORPG

The final form of the Naughty Sorceress in the Kingdom of Loathing is a reality-altering sausage. She will kill you unless you have the Wand of Nagamar in your inventory, which turns her attacks against her in a hilarious way and ensures an instant win. Also, Ed the Undying has less HP each round. By the seventh round, it's all but impossible to take more than one turn to kill him.

In Toontown Online, the Chief Justice battle isn't even a battle. All it is is you and your friends trying to win a case in court!

For the first day or so after the Vampire/Werewolf war in AdventureQuest Worlds ended, the boss of the war, a sparkly vampire by the name of Edvard, was the weakest war boss in the entire game (900 hit points and rather pathetic damage) in a Take That against Twilight. He's since been upgraded to regular war boss status with 20,000 HP.

Ragnaros is actually a lot easier than several other bosses fought within the same dungeon in World of Warcraft. Really, Ragnaros is just....damage-the-snot out of him. Easier said than done, but he's still quite easy considering he's the lord of all fire elementals and created a volcano just by being summoned.

Plenty of bosses became this over time when people begun to get used to them and could know the strategies. And in the case of Wrath, all had epic gear from raids being more accessible so they could destroy the bosses very easily.

One of the bosses in the Brawler's Guild is Razorgrin, a mighty Threatening Shark bearing the title of "Terror of the High Seas". Sounds fearsome, until you realize you are fighting the shark on land. The poor thing can only move by slowly flopping about. The fight is basically a joke for ranged characters. Meleers, however, have a harder time of it since they need to fight Razorgrin while being dangerously close to its jaws, which can shred through the heaviest armor like paper in a single bite. Until Blizzard patched the shark to be attackable from behind without fear of getting bitten, Razorgrin was an Anticlimax Boss for ranged characters yet That One Boss for meleers!

The Final Boss of Cataclysm Deathwing initially proves quite the challenge when players on his back trying to pull of pieces of his armor so he can be blasted with an Artifact of Doom. The battle afterwards where he's fallen into the ocean and making his Villain Last Stand is much easier.

Shiro Tagachi in Guild Wars: Factions is extremely easy, especially when you consider that the missions you have to complete to get to him are rather hard or annoying.

Even easier than Shiro is the Undead Lich in Guild Wars: Prophecies. The lich has so many weaknesses it's not funny, and even if you don't kill him correctly and are forced to fight him twice he's still a rather pathetic final boss.

In fact you have to fight BOTH Shiro Tagachi and the Undead Lich AT THE SAME TIME in Nightfall! That's how easy they are.

Abaddon; after the likes of Varesh, the mission is far more laid back and easy to complete.

In Guild Wars 2, the hyped out end-game boss Zhaitan, one of the Elder Dragons, one of the most powerful beings in the GW2 universe, practically an Eldritch God, ended up as this. You don't get to fight him at all; you board a gunship and defeat waves of monsters while Zhaitan flies above you. Once all the waves of monsters are down, a cutscene shows Zhaitan getting shot; you and your group boards a bunch of cannons, and basically shoot him while he stands there staring, for 5 minutes. Even after the bug that prevented him from attacking you was fixed, it's still much less difficult than the fights that came before it.

In RuneScape, it is not uncommon for high leveled players to do no quests, then do them when they can tackle a dragon without breaking a sweat and beat the stuffing out of huge monstrosities with little to no trouble. It ends up making all but 2 quest bosses pathetically easy.

Changes to leveling up prayer have made pretty much all of the bosses from earlier quests this. Some elaboration: the prayer skill has some mid level prayers which grant complete immunity to attacks, but only one style at a time. At first, prayer was tough to level, but now, it's become easier, such that Protect prayers are standard among lower mid level players. Since most monsters in older content used only one attack style, they can't even scratch a player. Special mention goes to Nezikchened and Tarn Razorlor, both of whom drain prayer to make up for only using melee. A single dose of Prayer Potion, which can be bought easily, will fix this. Nowadays, pretty much any boss, and many of the Mooks you fight on the way to them, will either ignore your prayer completely or use multiple attack styles, averting this.

Ever since Evolution of Combat came out, all but the strongest of bosses from before it are now painfully easy, as the player can simply spam special attacks at them until they die.

RuneScape's most infamous example is the Mother Mallum, the Big Bad of the Temple Knight quest series. The series is heavily inspired by the works of H.P. Lovecraft and the Mother herself is based on his monstrosities, so nearly everyone expected an extremely difficult fight. Instead she turns out to be a Puzzle Boss whom the player doesn't even fight; she takes control of you and control shifts to three supporting characters (the only time in the main game this happens, actually) who use tricks to take her down. Word of God says this was done to create a quest series that could be completed in its entirety by mid-level players; players overwhelmingly felt this goal was not worth foregoing a cool boss fight.

The Sith Emperor in the Jedi Knight's quest of Star Wars: The Old Republic becomes this as soon as you know two tricks - one, solve the puzzle to get a good set of gear for your little astromech. Two, when he splits himself into multiple copies, hit the only one that takes damage. But possibly also justified since the Knight is really only Fighting a Shadow - the Emperor's public avarar. The real Emperor is immortal, unkillable, and a Boring Invincible Villain that the writers keep on hand for future story arcs.

The final "boss" of Prince of Persia: The Sands of Time merely creates a couple of clones of himself, which put up no more resistance than a standard enemy, and is then rendered defenseless and can be killed with a single attack.

Prince of Persia: The Two Thrones has an anticlimax boss as well. After defeating the Vizier once and for all, the Dark Prince tries to take you over. However, this basically amounts to little more than some more platform jumping inside the Prince's mind (in which it's impossible to die) while he and the Dark Prince trade arguments, and getting to attack the Dark Prince every once in a while while he does nothing to fight back. Finally, you get to a big room with the Dark Prince where once again, he does nothing to fight back (except multiplying every time you hit him). The only way to win is to just ignore him and go up the nearby staircase, while the Dark Prince practically begs you to come back and keep fighting.

In Prince of Persia: when you confront your shadow, you're prompted to fight... but any damage you deal you also receive, and if he dies, so do you. As it turns out, the thing to do is simply to put away your sword — if you don't fight, neither does he. As for the vizier himself, while no particular weakling, he is no stronger than the rest of the enemies you've fought, and is just as vulnerable to the Spartan-approved tactic of knocking him down a giant pit. This doesn't happen in the SNES version, where the Vizier begins the fight by casting spells at you, and once enough damage is dealt, reveals himself to be a skilled, if not annoying swordsman. No pits. Also averted in the Classic remake, where Jaffar is armed with a deadly magic staff, and there's no pit either.

In the Nintendo DS game Prince of Persia: The Fallen King, the final boss has three attack patterns, two of which were used by bosses of previous stages. Which means that, once you figure out the third, you can defeat him inside of thirty seconds.

The master brain in Space Station Silicon Valley, who, after much ado, is introduced as... Well, exactly what it sounds like: A brain in a jar. The main character, at that point a killer robot with Eye Beams, uses about two seconds to flash-fry him.

Both subverted and used in Kirby Squeak Squad. Upon defeating the penultimate boss and swiping its weapon, the game has you follow a small purple star throughout a rocky landscape, deep through outer space. At the end of the trail, the purple star goes One-Winged Angel into a much larger purple star with a pink serpentine eye (the subversion). However, it's easier then almost every boss before it, having extremely predictable and easily avoided attacks and a low amount of HP. Even if you somehow manage to lose the Triple Star ability before you reach it, beating with no ability at all is a simple task.

In Kirby Super Star Ultra's "Revenge of the King" mode, you make your way to the arena, fighting Phan Phan and Twin Fire Lions along the way. But right before you get to the arena you're attacked by... (cue suspenseful music)... A WADDLE DEE IN A BANDANNA! All it does is walk around aimlessly. Plus, you can inhale him from the start of the battle just to save time. This one, however, isn't supposed to be a real fight as much as it's supposed to invoke an emotional response.

Kirby and the Rainbow Curse has Dark Crafter. He rivals Dark Nebula in the most disappointing of Kirby final bosses. His only real attack is throwing bombs. He is especially easy compared to Drawcia Soul.

In Ty the Tasmanian Tiger 2, Boss Cass' last form is... Cass himself. Granted, cassowaries are the most dangerous birds on Earth, but you're using the game's most powerful mech. Beating the snot out of him is very satisfying.

In Super Metroid, Mother Brain has absurdly predictable attacks. Occasionally, you can get unlucky and die when it's supposed to just drain your life down to a certain point in preparation for a cutscene, but normally it's almost impossible to lose to this boss; even if you have to fall back to charged shots, it gets to its second phase pretty quick, and once the titular Metroid revives you and you get the Hyper Beam, it's almost a joke. However, it's more for the story than the gameplay at this point, so it's still tense.

The Omega Metroid in Metroid: Fusion as well. It can certainly kick your butt if you make too many mistakes, but it's still a lot easier than many of the previous bosses. It is simply a final challenge during the timed escape after the real final boss, the SA-X.

The final boss of Metroid: Other M may as well be the poster child for this trope. After the long, grueling, painful battle against the Metroid Queen, you battle MB, the cybernetic reincarnation of Mother Brain. What does it take to defeat it? Aiming a charged shot at it. The Federation shows up and strongly insists on taking care of her for you. So it's anti-climactic from even a story telling perspective because you only AIM at her, as soon as you do she's attacked by someone completely different making your actions utterly unrelated.

Mega Man X6 plays this trope straight and inverts it. First you fight Gate, who cannot be damaged by a direct attack; you have to dissipate his attacks so the shrapnel can hit him. When you fight Sigma in the next level, Gate hasn't had time to restore his body to full specs once again (and Sigma backstabs him without letting him finish repairing him). Instead, you start with his "Reborn" form, which is a zombie-like, worn-down, minimally functioning body that can barely move. With the right powerups, you can literally shoot him to death from your starting position. After this, Sigma ditches the junker body for his "Final" form, which is functioning and literally armed to the teeth with a plasma cannon array in his mouth. Sigma's battle body can be easy depending on which character you select. Ultimate Armor X can quickly stomp everything in the stage but this, while Shadow Armor X can shred Final Sigma in a minute-90 seconds, but struggles with the stage enemies Sigma generates.

Mega Man X3 has Dr. Doppler. He was set up as the original Big Bad of the game (before Sigma ended up being behind it all) and is the boss of the third fortress stage, which is also the Boss Rush stage. Doppler himself has three moves, one of which isn't even an actual attack and the other two of which are extremely easy to dodge. He even has a weakness to the Acid Burst, which can do up to five units of damage to him when fully charged.

In Mega Man Zero, Harpuia appears to be intimidating as a general, but he has a very infamous chink in his attack pattern you can exploit to make him all but helpless. Switch to the Ice Chip, charge up the Z-Saber, leap over his two sword slashes with a jump dash and then leap over him once he tries to pull a third, nail him from behind with the Z-Saber, and he gets knocked back and frozen by the charged ice attack, which plays against his elemental weakness. It also resets his pre-programmed pattern and makes him repeat his sword slashes over and over each time he gets struck by the fully-charged ice attacks. Rinse and repeat, he's done. If he can use his EX Skill because you're at S or A-rank, that adds in a little unpredictability. Unfortunately, this is all but killed in the next game installment: Harpuia becomes FAR deadlier, now zipping around too fast to lock into a cycle, and given new moves that force you to back away and rely on long-range weapons like the Buster Shot Gun or Shield Boomerang. Worse, he's flat-out lethal if he uses his new EX Skill, where he resorts to a Beam Spam hellstorm around half health that can rape you dead in seconds- one you'd have to be insanely lucky to dodge unscathed each time he uses it.

Mega Man Zero 2 has Elpizo. This game one-ups its predecessor in Nintendo Hard, but Elipzo averts it entirely. After what is quite possibly one of the hardest Boss Rush stages in any Mega Man game (which they totally cheat in by replacing one of the bosses with a new two-against-one situation with a fresh set of attacks on tap), Elipzo shows up and is an absolute pushover. His first form can be beaten easily as long as you avoid the six-orb drain attack, which he telegraphs and is relatively easy to dodge. His second form is even easier. He's a huge floating target with only one attack that is actually somewhat hard to dodge. The rest of his attacks are pathetically simple, another isn't so much an attack as much as giving you a platform to jump on and take a free shot at him, and one can even be stopped by slashing the orbs. The only truly nerve-racking part of this final stage in the game was the spike pit nightmare you have to traverse just to reach him. Harpuia was actually more threatening in his normal form than the final boss ever was, because the Beam Spam he keeps pulling mid-fight is a real mean bitch to constantly and very barely dodge in such a confined space, while in the final battle, it's just a cheap throwaway boss that made use of a room too big for the fight to get truly interesting (though for Scenery Porn and plot-related reasons).

Compare this to the way Copy X reduced the solid ground below him to a puny block right before assuming seraph form — which he could incinerate (a literal case of "don't touch the floor, it's hot lava"), forcing you to leap onto the spike-tipped shields hovering around him and cling to them for dear life. He even had a restraining energy halo spam attack and a deadly EX Skill variant of the move that could paralyze you mid-air and cause you to plummet into the abyss below without having a chance to break free in time and land safely by angling your fall to the one safe platform left. Elpizo's boss fight amounted to using a room with too much empty space for rent — you could literally pound away at his health from the safety of a corner. However, the third game polished the boss fights with the final boss Omega Zero, who is fast enough to keep up with you no matter how hard you try to outrun him, and his attacks leave nowhere to hide instead of slowly hitting a minimum of the room, dashing any hope of retreating from him. The fourth game's final boss gives you only 2 minutes to win, leaving you with no room to resort to cheap tricks,

Mega Man Zero 3 pulls this with Omega due to Gameboy Advance limitations. Omega was meant to be an agile, threatening giant instead of a lumbering pushover in his first form, which served as the intro boss. After he absorbs the Dark Elf, he turns gold and the only things different from the first battle are faster attacks that are still painfully easy to dodge and he now makes use of his huge broadsword, which, too, was meant to do more than just stabbity-stab. Then Omega kicks it into high gear and transforms into a giant armored warrior with some dangerous moves at his disposal, but he's still fairly predictable and easy to beat. But then he sheds the armored bulk and reveals himself as your counterpart, a badass Lightning Bruiser who can tear you to pieces if you drop your guard at the wrong time or choose to face him head on instead of a distance, which strips you of the reaction you now need to avoid getting pummeled by his move repertoire.

Arguably the Secret BossHidden Phantom as well, through seen by many as the hardest boss in the game, since that battle takes place in Cyberspace, you will have the abilities of all the Fusion Elves, meaning two health bars, secret Z-Saber moves, plus two extra Sub Tanks, making this less of a challenge than what it is supposed to be.

Mega Man ZX brings back Omega as a Secret Boss... on steroids. He's actually so tough, he dwarfs the difficulty of Serpent in retrospect — although when you crank up the difficulty all the way, you can go ahead and consider Serpent a real threat all his own.

Parodied in the intentionally crappy mini-game "Hero Klungo Saves Teh World" in Banjo-Kazooie Banjo-Kazooie: Nuts & Bolts: The boss of the mini-game is Grunty drawn in craptacular 2D, who does nothing but spit a single fireball at you. Jump over it and she dies for no apparent reason.

The final "boss," so to speak, in Mirror's Edge (insofar as the game can have bosses). After the Climax Boss Fight against the assassin in level 7, one might be expecting the game to end on a similar note in level 9, the finale... but you take out Jackknife by jumping at his helicopter, much like you did at the end of the prologue. Faith grabs the bar and swings into the helicopter, propelling her feet squarely into Jackknife's chest, sending him flying out of the helicopter and plummeting to his doom. If you're fast enough, he won't even get a shot off. Given the fact that boss fights don't really fit the tone of the game (the assassin fight is an argument for Unexpected Gameplay Change), it was good idea.

Subverted in Brutal Mario. In the level "Dedede's Sky Castle", after you fight King Dedede, Kirby wakes up, dialogue taken almost word-for-word from Yoshi's Island is said, and you're thrown into a battle remiscent of Baby Bowser's first phrase. Except it's even easier than the original battle: just knock Kirby out once, and quickly let Yoshis eat him. But then... "You fool... Now you will see Kirby's true power... This is the end!" You guessed it, it's only one third of the Sequential Boss, and you still have to do the One-Winged Angel phase of the Baby Bowser knockoff battle.

The original Super Mario Bros. has this, making this trope as old as the NES (obviously). You can kill Bowser with fireballs if you're equipped with a Fire Flower, but all you need to do to beat him is grab the axe behind him and watch as he falls into the lava pit below. He is almost impossible to lose to if you make it to him with even a normal mushroom. Just charge in, take a hit, and get to the axe. Only Normal (small) Mario has to use any strategy at all, and even then it's usually down to one well timed jump. Also of note is that this applies to all eight encounters against him in the game, as well as all twelve encounters in The Lost Levels.

Super Mario Bros. 3's final boss is in comparison much easier than all the other bosses (except for dumb Boom Boom and the flying form is actually harder!) because he suicides himself with butt smashes. You can also exploit the fact that you can touch Bowser's lower part of the body and not take damage. If you're in Super form, just crouch. In other words, you just have to wait until when you have to dodge on the very moment Bowser slams through the final layer of the floor and falls to his doom.

Corona Mountain, the final level of Super Mario Sunshine, can bring gamers to tears, particularly the section where you have to navigate the volcano's interior on a shaky mudboat by squirting water at specific angles. However, if you can make it to Bowser, the final boss fight is a piece of cake; all you have to do is Ground Pound the platforms around his hot tub (which is very easy once you learn his pattern, which isn't overly difficult to do) and he's finished.

Compared to the other Bowser fights in the New Super Mario Bros. sub-series, the one in New Super Mario Bros. 2 is very easy. It consists of Bowser (in giant form) attacking Mario with fireballs from the background while Mario hops from platform to platform in a vertical auto-scrolling sequence, which is less demanding than the father-and-son Dual Boss in the DS and Wii U games and the horizontal escape sequence in the Wii version. And the True Final Boss battle (against Dry Bowser) is identical.

The final bosses in Mario Is Missing! and Mario's Time Machine (the NES versions). Both are supposed to be Bowser. The former is about half Mario's height, looks more like Wendy Koopa and dies in seconds, the latter looks correct, but still dies in seconds. Their AI is even worse, because it doesn't exist. They just walk back and forth endless in a straight line and take damage when jumped on, in a game in which Mario/Luigi can neither get hurt nor die. It's as pathetic as it sounds, and probably explains why the other versions just didn't bother to have a final boss at the end of them.

In Sonic Adventure, the Chaos 6 boss battle in Big's story can be beaten in under 10 seconds. It's also Big's only boss.

Perfect Chaos himself is not very hard at all and is the final boss of the entire game. To wit: you cannot actually be damaged in this fight, simply be blown backwards (Super Sonic is invincible, after all). Your enemy is your ring counter (much like it was in the Doomsday Zone of Sonic 3 & Knuckles), which will plunge you into the water when it expires. You collect rings along the way and the objective of the fight is to reach Perfect Chaos as fast as possible while dodging his attacks, so you're encouraged not to shuffle your feet anyway. You damage Perfect Chaos simply by running into him at top speed.

In Sonic and Knuckles, near the end of Sonic's game, you finally get the chance to fight Knuckles — who's been a thorn in your side in the cutscenes since the beginning of Sonic 3 — and it's trivially easy to beat him without getting hit once. Then there's the final boss in a normal playthrough of Sonic 3 (without the Lock On), Big Arm: It isn't necessarily easy, per se, but compared to other 16-bit Sonic games, it definitely doesn't feel like final boss material.

The final boss of Sonic the Hedgehog CD, the Psycho-Egg, is just Eggman in his normal vehicle with four panels that flip around and whatnot, and it's a case of dodging predictable attacks and waiting for a chance to hit him, or just taking the hit and then damaging him using invincibility frames. It's not overly hard or very exciting, especially compared to the final bosses of Sonic 2 or 3&K. It's made worse by the fact that the epic race with Metal Sonic comes before the final boss.

Sonic Advance 2 has surprisingly rough boss battles throughout the entire game, mostly because they're all of te "Get Back Here!" Boss variety. The exception is the final boss, which is completely stationary and a complete joke as a result. The Boss Rush to get to the final boss is actually harder. The True Final Boss is more challenging though.

The final boss of Ratchet & Clank: Going Commando can be an example unless you're under-levelled, and if you have the RYNO2 it's basically a matter of holding down the fire button. It's actually possible to kill him without so much as setting foot in the arena. (See here.)

The final boss fight in Ratchet & Clank: Up Your Arsenal. While the fight right before (fought on foot) with Dr. Nefarious is fairly difficult and requires pretty good dodging, the second and final fight with his super weapon turned into a Humongous Mecha can be won by just circling the boss and holding down the fire button. Because you're in a vehicle at the time, running out of ammo is a non-issue, and the boss's attacks all boil down to "shoot a bunch of missiles that probably won't hit if you're moving".

The endboss of Hero Core's Annihilation mode is ridiculously easy compared to the kind of stuff you have to put up with on Hard. Granted, you are fighting it at level 0, but you'd think it would be a slightly more difficult endboss, or one that made Hard seem easy.

Though not the final boss, Annihilator Iosa from Iji is surprisingly easy for someone who, in the backstory, survived a shot from a weapon that annihilated an entire planet. You find out that the planet stopping invulnerability is just a puzzle mechanic. She has the same shielding that all doors have that make them utterly invincible to weapons fire... but still open to being kicked. She can only fire horizontally, and there are platforms conveniently located above her head that allow you to dodge her weapons and fire down lasers onto her.

The spider in Limbo, being as it's the only recurring enemy in the game, qualifies: its legs are razor-sharp, can (and will) impale you in a single strike, and it can follow you pretty much anywhere. However, the last time you encounter it, it's taken so much punishment that it only has one leg left, which attacks once and then gets stuck.

In Croc: Legend of the Gobbos, the Secret Sentinel can be wiped out in something like 20 seconds.

Gnasty Gnorc from the original Spyro the Dragon (1998). He takes two hits, and spends three quarters of the battle running away from you.

This trope is a plot point for Super Star Wars: Return of the Jedi. Darth Vader was the final boss in The Empire Strikes Back and was quite challenging. In this game, Vader is fought before the Emperor and goes down very quickly. This shows how Luke has grown stronger between games when he completed his Jedi training.

Shotgun Ninja: The final boss rides a grenade-spamming Mini-Mecha. Except, if you have some grenades left (and you most likely do), you can simply stay above him and toss down a couple of them, which is enough to kill him.

In Sly Spy, the Final Boss has no attacks other than trapping you with a Descending Ceiling behind a destructible force field. (His Evil Laugh doesn't count as an attack.) After breaking through the barrier, you can take him down in one hit.

The final boss of Donkey Kong Country Returns, Tiki Tong. The stages leading up to him are Nintendo Hard, at times bordering on Platform Hell, but the fight itself is shorter and easier than most of the other boss fights throughout the game; he dies after seven hits (a tougher, earlier boss takes nine), all of his attacks are glaringly telegraphed, and all but one are extremely easy to avoid. In addition, a couple of his moves actually involve dropping a health-restoring item onto the arena (they're meant to trick you into getting hurt, but it's fairly easy to nab the item and dodge the hit). If you do lose a life, you're not given the chance to get Diddy Kong back, meaning your health is shot in half, but if you made it that far in this challenging game in the first place, it really shouldn't hold you back. In fact, getting to him is harder than beating him, since you have to pilot a barrel rocket up the face of the tower and have to avoid spikes, moving gears and columns that come in on both sides that will kill you instantly.

In the Super NES game, Tiny Toon Adventures: Buster Busts Loose, Dizzy Devil is defeated via a rather unique way; you have to feed him. That's it, when you feed him enough, the fight is over, and the level is cleared. Before anyone says, "this game is for kids, it should be easy", try playing the game - this game is not easy. Besides, all the other bosses in the game are handled the same way as most bosses, so there's really no excuse.

The final boss of Mega Man 3 doesn't have any attacks that are really hard to dodge (though he can still punch you for an instant kill), a few hits from Hard Knuckle beats his first form, and then one from Top Spin is all it takes to finish him off.

I Wanna Be the Guy: Sort of. After a grueling battle in which Dracula throws pillars of fire, flames, unkillable blobs, the freaking Moon, and Delicious Fruit at you, he claims that he's tapping into an even more powerful form. Cue transformation into a Waddle Dee that dies in a single shot.

Wood Man of Mega Man 2 has the inglorious distinction of having the most vulnerabilities of any Robot Master in the series. Worse for him is that all of his weaknesses fall under Logical Weakness (wood can be burned down with Atomic Fire, it can be cut down with Metal Blades, trees are easily knocked over by tornadoes like the ones created by the Air Shooter, and his shield can be crushed with the barrier-busting Crash Bombs).

Ballser in Something, mostly because he is a spriteswap of the noob boss sprite. His patterns are easy to predict as a result.

Baby Bowser in Yoshi's Story isn't a particularly difficult final boss to begin with, but is made still easier by the fact that you're provided with a near infinite amount of fruit to recover your health with. There's even a Heart Fruit available, and taking him out before it wears off is a breeze thanks to the infinite eggs it grants you.

In The Adventures of Lomax, Evil Ed. Pretty much all you have to do is to keep spinning around and throwing rocks at him while avoiding occasional bombs. The only thing Ed does is making boulders and bombs appear on the stage. During the first part, he just stands on a floating rock and does nothing while boulders keep coming from left and right. It's made even more ridiculous when you notice that during the second part of the fight, he uses hand puppets.

In the Mega Man (Classic) games for the Game Boy you get to face off against a "Mega Man Killer" before the Wily Stage. These opponents usually have no weaknesses to anything but your default Mega Buster, and are nearly as hard as Wily himself. The big exception to this is Mega Man II, which gives us Quint — a modified future version of Mega Man himself, who spends the battle slowly hopping around the arena on a jackhammer/pogo stick device which does a whopping three points of damage if it hits you. Not only is he very easy to take down with the Mega Buster, but Hard Man's weapon will finish him off in five hits.

The "final" boss in Spoiler Alert. He dies in one hit (other bosses take three or more hits to kill).

Astaroth in Ghosts 'n Goblins is extremely easy to defeat, as long as you have the shield equipped (otherwise, he can't be fought). All he does is shuffle predictably back and forth, occasionally shooting a slow-moving fireball. If that wasn't enough, the game also locks you into facing his direction, so you can keep up a barrage of shields while jumping backward. You'll probably have less trouble with him than some of the game's many Demonic Spiders, even considering the fact that you need to use the game's worst weapon to beat him.

The final boss of The Angry Video Game Nerd Adventures 2: AS Similation is "Death Mwauthzyx", the giant monster featured in the AVGN movie. For a being presented as all-powerful in the film, he's an underwhelming final challenge with very predictable attacks and who spawns lots of mini-clones that can be milked for energy-restoring beers. The final boss of the previous game, Fred Fucks, was several times harder despite being a mere human.

The Collector in LBP1 is actually rather easy to beat, possibly to make up for the Bunker...

The final Titan in LBP3 is pretty easy if you are even only semi-decent at the game.

Real-time Strategy

The Hive Tyrant Alpha in the Dawn of War II campaign. Though powerful, in this mission the player has control of all six of their squads (whereas it is limited to four in all other missions) as well as Gabriel Angelos, and the poor thing manages to attack maybe three times before being killed. In contrast, the entirely optional Bonus Bosses, the Avatar of Khaine and Warboss Bonesmasha, are at least a magnitude more resilient, with the former in particular the single most difficult task in the game.

In Command & Conquer: Tiberian Sun: Firestorm's last mission Cabal deploys against you the gigantic Core Defender. Three times the hitpoints of the second-heaviest unit in the game, weapons so powerful they'll devastate any ground force, level buildings in two hits, and with a longer range than all fixed defenses. Surely it must be suitably defended from air attacks, right? Nope - scare up a few jumpjet infantry units and down the fearsome Defender goes. And if you don't even want to bother with that, just force-fire artillery on a bridge as it goes across - and watch it vanish in a splash.

The Waterwraith from Pikmin 2. After spending every preceding floor of the cavern it's encountered in as an invincible monstrosity relentlessly stalking the player, literally steamrolling over their armies of the titular creatures, and providing the series' most famous case of Nightmare Fuel, you reach the final floor. And there you find the Waterwraith's one weakness. And from that point, the boss is turned into such a joke that even the boss music changes to a more cheerful reprise as the creature starts to panic. As one would probably guess, the Curb-Stomp Battle is IMMENSLY satisfying after the aforementioned Nightmare fuel.

The final level Warcraft III has you attempting to stop the Big Bad Archimonde in a Hold the Line mission where the player isn't expected to kill him. If you try to fight him directly you likely won't since he has Divine Type armor causing most attacks to only do one point of damage to him, an item that revives him at full health and mana meaning he needs to killed twice, does a lot of damage and his spells can summon enough powerful units that you would need a decent sized army to kill. But due to how the AI is programed if you attack him a unit that hits from outside his line of sight, he will ignore it allowing to VERY SLOWLY kill him. While he sits right next to a well defended base, the base gets deleted if one your allies fall and he starts to set up a new one from scratch which you can easily destroy to keep any new enemies from being created.

In the original Final Fantasy on the NES, it's very well possible to defeat the final boss, Chaos, in one turn. A Master in particular can defeat him in one attack, potentially depleting all of his 2,000 HP.

After fighting your way through the Ice Cavern and defeating the Adamantoise, the traitorous General Borghen appears at the exit to fight the party. While the Adamantoise can be a nasty Early Bird Boss, Borghen is a complete pushover. And when you meet him as a zombie in hell, he's once again a pushover compared to the other bosses of the dungeon.

The Emperor himself is barely more threatening than the mooks with them in the battle. He doesn't stay dead for long, though.

In a very stunning moment, the Useless Useful Spell in Final Fantasy Legendactually works on the final boss! This is a bug, though; the Saw is supposed to instantly kill any enemy with defense below a certain (fairly high) value, but instead it only kills enemies with a defense above that value. Obviously, the final boss has the highest defense in the game, so.

Final Fantasy Mystic Quest, the Dark King is weak to the hero's Cure. Cast Cure on the boss to break the damage limit and do over 10,000 damage. You can potentially kill him in two-three casts if your level is high enough. Even more amusing: the Dark King has multiple One-Winged Angel forms. However, they all use the same HP counter — the Dark King merely changes form dependant on how damaged he is. If your Cure spell does enough damage, the Dark King will actually skip forms trying to keep up.

Also in Mystic Quest, the very first boss, the Minotaur, is undead, and vulnerable to your Cure spell. Chances are you'll be hoarding your casts till Fireburg, but you can spare one to take him on with, right? Failing that, just have Kaeli cast Life, since she leaves the party right after anyways.

Palmer easily qualifies. Most players who get into the boss fight against Palmer expect him to be strong since they had fought Shinra villains (the TURKs and Rufus) previously and they were able to hold their own in a fight. However, Palmer in battle is downright pathetic. His only attack is shooting his mako gun that has a fire, ice, or lightning effect and can be nerfed with M Barrier or nullified/absorbed with certain armor or materia. His only redeeming feature is having a big chunk of HP.

The final final battle is anticlimactic from a technical standpoint: the player is effectively invincible, and the boss has 1 HP (from a story standpoint, though, the fight is decidedly not anticlimactic). Many people don't even consider this a battle, but an interactive cutscene.

In Final Fantasy X, the fight against Seymour Omnis is pretty much a joke considering that his previous appearances have been That One Boss for many players. It makes it even easier if you utilize his own built-in Elemental Rock-Paper-Scissors that YOU can manipulate to choose his weakness...or just summon Anima. And then there's Yu Yevon...

In Final Fantasy XIII, the final form of Orphan is quite weak compared to its first form and Barthandelus. It can be pretty easily defeated within one or two staggers, and is vulnerable to several status effects. As an homage to the Final Fantasy Legend final boss, it is possible to kill it with Vanille's Death Full ATB Skill while it is staggered; however, the chances of that happening are pretty slim.

In Final Fantasy VI , the final stage in Kefka's four form boss fight can be considered anticlimactic. There are multiple methods to defeat it in one turn, the blindness that it can cast on you doesn't work in the original SNES version, and if you prepare, you'll have ample time to heal from the Fallen One attack. The boss's signature attack, Goner, can't even kill you, and when you compare this form to the third form, Rest, which ended off its fight casting an instant-kill attack twice, it can be considered underwhelming. However, when it comes to story purposes, (the boss's grand entrance and lively as well as somber boss theme) this battle isn't anticlimactic.

Towards the apparent end of Bravely Default, you have to storm the last Eternian stronghold. One of the paths pits you against a menacing-looking Zombie Dragon. If you knowSquare Enix, two Phoenix Downs is all you need.

Compared to the likes of Geist the Bloody, the Bravely Second demo version of Ba'al v: Urchin is a total joke. Yes, it's the last boss you fight, but it has a Light weakness that is disappointingly easy to exploit and not enough Physical Defense to tank it. Its gimmick is that it can evoke copies of your characters to parallel that character's attacks with Dark, but a decent setup can vaporize those and still deal terrible, terrible damage to the Ba'al.

After the intensely difficult task of acquiring all of the demon's souls in the aptly named title, you take a trip to the Final Boss, King Allant, who has almost no offensive ability whatsoever aside from some sluggish lunges with the Soulbrandt sword, as he is in a captive and weakened slug-like form, effectively letting you punch him to death, if you so desire it.

OD-10 from Cube's chapter. The entire chapter lacked battles, so Cube is incapable of having leveled up. But OD-10 is pretty disappointing, nonetheless. It has eight little spheres around it, healing OD-10, whenever they it gets hit. The spheres can be easily taken out with one attack. OD-10 itself has no attack that damages Cube a whole lot and can be easily defeated by having Cube stand right next to it and letting OD-10 hit him. His counter is always activated and eventually deals enough damage to kill it.

Straybow in Oersted's chapter. The final boss of the scenario and, while the emotional aspect is there, a pitiful battle in general. The boss is not a fighter, anyway, and one or two attacks can easily kill.

In the Final chapter, after defeating the Big Bad of the game, Demon King Odio, the boss then turns into his original Oersted form. This boss is still intent on fighting and the player can, but the parameters have been altered to their original form, making this a pitifully easy battle to win, even if it's a Duel Boss. However, this counts as the Bad Ending.

If the player chooses to not fight the Big Bad in his changed form, but let him live, he will send all of the previous bosses at the player in a Boss Rush. But they are rehashes and, with your leveled-up party, are nowhere near the threat they were in the original chapters.

In the first game, the final boss just stands there occasionally sending demons or firing fireballs at you. Its human bodyguards present a much greater threat.

Gothic 2 had a similar issue, especially if you're a mage. The final boss is an undead dragon, and most players pick up the spell "destroy undead" at some time or other. They fixed this in the expansion by giving all dragons insane regeneration and high armour.

The final battle against Big Bad Mankar Camoran in The Elder Scrolls IV: Oblivion's main quest is fairly anticlimactic. He's a decently leveled character, but certainly not even as tough as Jyggalag or Umaril. The only caveat is that he's resistant to magic weapons (which you'll almost certainly be wielding by default at this point) and also backed up by his two kids, who keep respawning after you kill them.

There is also Jyggalag the Daedric prince of Order (Shivering Isles) and Umaril the Unfeathered, a Ayleid sorcerer (Knights of the Nine). Both are far easier to defeat than they should be, but by then the player character can be very tough anyway and it seem they simply haven't kept up.

Mannimarco of the Mages Guild questline also seriously fails at delivering the level of threat he was renowned for in-story, being a fairly generic mage.

Monstar in Paper Mario is an intentional example. He only has 20 HP, low for that point in the game, and he has one attack, whick looks flashy and ultra-powerful, but ends up only doing 1 point of damage. Once you defeat it, it's revealed that the creature was being controlled by a gang of Star Kids wanting to keep intruders out.

The Final BossPope Zera in Grandia II is initially very tough, having superimposed his will over the dark god Valmar's. But after the first time you beat him, the Valmar portion breaks apart and he flees, leaving the pieces of Valmar you collected earlier in the game behind him to stall you. Every single one turns out to be stronger than he is, the only dangerous spell he has is the game's ultimate explosion-damage spell, but you can see it coming a mile away and all your characters are faster than him, fast enough to knock him out of it and cost him a turn while he's charging up. He also has a meager 32000 HP, which makes it possible to kill him in two to four turns if you're strong enough. But the two most glaring weaknesses he has are that 1: He is a single target, while all other bosses had multiple parts or allies to prevent you from just cancelling all their attacks, and 2: he is not affected by Contractual Boss Immunity to Millenia's Spellbinding Eye, which renders him completely immobile for several turns. Lampshaded in that the characters themselves mock him for being so pathetic before delivering the final blow. His mind may have been strong enough to bend a god to his will, but he forgot he was a puny human beneath all that bluster.

Undertale has secret boss, Mettaton NEO, available only in the Genocide Run. The previous boss, Undyne the Undying, was one of the most difficult fights in the game, so one may think that this boss ramps up the difficulty even further. Not so; Like most other Genocide bosses, he can be killed in a single turn. In fact, if you try to wait for him to attack, he does not attack at all. It is impossible to lose.

In fact, pretty much all the bosses in this mode, aside from Undyne and Sans could be considered this since you one-shot them.

The Pacifist Run's final boss, Asriel Dreemurr, also counts. His presentation and music are very impressive, and his attacks are quite difficult to dodge, but all challenge is instantly thrown out the window when you realize that you can't actually lose the fight. Whenever you "die", you simply get right back up and continue to fight the boss.

In Return to Krondor, the final boss, 7-foot-tall pirate leader Bear, dies pretty much automatically after you click the cursor on him to attack him (due largely to your character having been transformed into a absurdly overpowered avatar with 16 attacks per turn and a huge flaming greatsword).

That, and Bear probably relied on that amulet for so long, his fighting skills diminished to the point that he could not fight properly against an opponent that could actually hurt and kill him.

The four dragons in Lunar: Dragon Song. The plot makes you expect one hell of a fight, as do the graphics — the dragon is so big your characters are shrunk slightly to fit them on the screen. But the dragon will go into rest mode, not to awaken until the next turn ends, if you hit it hard enough... which is easy to do. Rinse, repeat. Unless you're underlevelled, the dragons are pretty much the easiest bosses in the game.

One exception to the rule is the Black Dragon, who will eventually take a form of a darkened version of Jian who won't be stunned like the other dragons while in this form and also inherits Jian's special ability of attacking three times at once and stacking damage. This, however, is hardly an exception, because once you learn Dark Jian only attacks when your Jian attacks and mimics every other command Jian does, you can make your Jian stall by using items or cards while Dark Jian will continuously heal himself with HP Gabryel and Flora can tear through anyways.

Rhapthorne in Dragon Quest VIII. After Dhoulmagus put up SUCH a fight, and several other of the people Rhapthorne is either directly controlling or influencing putting up another fight (Sir Leopold, Jessicanote Though most of the challenge in THAT fight is pretty much crowd control and how you are missing your crowd control character, Marcello), the only way you can't finish the battle in less than 10-15 turns is if you decide to gimp yourself or refuse to exploit tension.

Dragon Quest IX. Just like Rhapthorne, Corvus doesn't appear to get that much stronger when he goes into his second form. (He has less health than a mere Climax Boss, King Godwyn... and that's not even adding the health from his first form. Heck, Godwyn even has more HP than Barbaros in his second form!) He more or less just gains a few new attacks, can inflict status ailments, etc... but once more, he doesn't really offer that much new to the game. Kind of a shame that this was intended to be the hardest game.

That is, until you reach the first Grotto or Legacy Bosses. Corvus was practically just put there to make sure you're ready for them.

Fallout has both a Big Bad and The Dragon, but it's possible to kill them both without ever meeting them. You can kill Lou Tenant near the vats by hacking into the computers near his office and activating the base's self-destruct command. The Master, for some reason, has a live nuclear warhead in his Vault compound, which you can set the timer on and then get out of there.

Similarly, the final boss of Fallout 2 was absolutely brutal, and borderline impossible... unless you hack the turrets in his room and convince a squad of Enclave soldiers to back you with a high Science and Speech skill respectively. After that, he can still kill you easily if you're not careful, but he'll go down fairly easily. Justified, as doing this requires abnormally high stats and, well, he's being shot at by fifteen combatants wielding BFGs at the same time. And he still takes a bit to bring down.

For Fallout 2, this can apply to every enemy in the whole game with a specific build. Max LUK, Sniper, Better Criticals, Gauss Pistol, Fast Shot. Each shot takes 2 AP and every one is instant death. Requires level 24. Once you get Better Criticals, you can already instant kill using the crappiest weapons. 1 damage shots to the eye can instant kill Enclave soldiers like so◊.

Fallout: New Vegas gives your character a whole lot of motivation to kill Benny, but dealing him his death is rather simple. He can go out with a whimper through Death by Sex, or dismissed to crucifixion. If you face him in combat on his own turf, his weak trophy gun makes him no tougher than the rest of his gang. He was supposedly an expert knife-fighter from his tribal days, but can be faced in single combat in an arena with mediocre unarmed skill.

There's also Caesar who, should you go out of your way to assassinate him, is a pushover compared to his Praetorians and Dragon.

If you choose to fight him, Salt-Upon Wounds in Honest Hearts is as tough an opponent a boss is likely to be by himself. However, you're fighting alongside the Burned Man himself, who will curb stomp him and his mooks easily even if you do nothing at all.

Old World Blues has Dr. Mobius after the GIANT ROBO-SCORPION in the FORBIDDEN ZONE - which is, yes — FORBIDDEN TO YOU! You don't even have to fight Dr. Mobius if you don't want to. Indeed, it turns out that the threatening messages he keeps sending out were recorded when he OD'd on Psycho and didn't know what he was doing, and he was just trying to protect you from being 'studied' by the Think Tank to figure out a way to leave Big Mountain. If you do, he's a pushover. And after that, you'll either have to talk down or fight the Think Tank.

Father Elijah, the final boss of Dead Money, is pretty easy to kill in combat alone (plus you can hack a terminal to cause the turrets in the room to shoot him). The hardest part of the fight is escaping the vault after your bomb collar's detonation sequence is activated, since you have 60 seconds to go back the way you came (even though the entrance is 20 steps away, but is blocked by a laser barrier). However, you don't even need to fight him in the first place. As soon as the door opens, you can start your escape, and by the time Elijah realizes you tricked him into coming into the vault and starts the 60 second timer, you'll be less than 10 seconds from the elevator (which is a one-way trip, trapping Elijah in the vault forever). Of course, after everything you went through to get here, you deserve a break.

Despite being an advanced A.I., President Eden can be convinced to commit suicide with just two mid-level Speech checks. The argument that convinces him to kill himself isn't particularly impressive either, as it basically just amounts to telling him that he sucks and should die. And if your Science skill is high enough, you don't even have to attempt those. Furthermore, Eden's self-destruction code is in Autumn's office, not exactly well hidden either.

Colonel Autumn is a pushover if you are leveled up and have assigned your skills well.

As for the Bonus Bosses from the DLCs: General Jingwei at the end of Operation Anchorage can be convinced to fall on his sword if you have a high enough Speech Skill. If not, prepare for a long fight. The Alien Captain at the end of Mothership Zeta has the same stats as the unshielded alien mooks.

In Planescape: Torment, the end boss is easier to fight than most of the bosses who came before him, especially if you found enough secrets to jack your stats up much higher than they would normally be by the end of the game. The real fun, though, is in the multiple ways you can win the fight, including several ways you can convince him to give up and merge back with you.

Even more amusing: Remembering that Vhailor is said to gain more power when he faces great injustice, reviving him, and siccing him on the Transcendent One. Vhailor will literally gain enough power to kill a god single-handedly when faced with the level of evil the Transcendent One represents, while you laugh and laugh and laugh.

The final form of Emperor Ix in Sonic Chronicles: the Dark Brotherhood, where his two previous forms did ridiculous damage if you missed even one tap or drag on the touch screen, and had defense like crazy. Of course, this is mostly due to the fact that Super Sonic has been activated for the final fight, and by the end of the game you have the eye-hand coordination to pull off the simple rapid tapping patterns. In fact, the boss is designed for you to beat it in one round (because he regenerates to full health after the turn), and you have more than enough chances to do him in even if you somehow screw up the first round.

The Forbidden in Black Sigil: Blade of the Exiled is pathetically easy, easier than some enemies in the final dungeon.

The final battle against Belial in Lands of Lore 2. If you're good, you will finish him off with a single blow. It might very well be a glitch though, because if you're playing evil, you're in for a very tough fight, followed by another one against the Draracle.

One of the final areas of Eye of the Beholder II: The Legend of Darkmoon is filled with giants who fill the entire corridor (crawling) and deliver punches that damage your whole party and may very well kill your less rugged mages in one blow. Depending on whether the RandomNumberGods like you, they may only punch once in so many turns. In contrast, the final boss is a wizard who is really a disguised dragon but who is also not even half the threat of a single giant.

This is not because of the boss (the dragon's fire breath hurts) but because of the level design. The final boss is in an area where you can sidestep all his attacks, and the giants are not.

From Persona 3, the members of Strega have spent the entire game hounding your team, even killing one of your members. Yet when you finally get the chance to face them outside of a cutscene, they're... well, pathetic. There are random encounters that are more complicated and dangerous than them.

This trope applies to all bosses fought outside the Tartarus, despite them being the plot critical fights. Word of God is that since the player has a lot less time to prepare for them they were made easier on purpose.

Persona 4 has a subversion; Adachi is very easy to beat for having been the murderer you spent the whole game tracking down, having attacks that only do mild damage and only one turn to your team's four. However, after defeating him, he's revealed to have been possessed by a much stronger enemy with more hard-hitting attacks and two moves per turn. And even then, it's only an alter-ego of the game's True Final Boss.

Persona Q has the Merciful Clergyman, the boss of the second dungeon. For a boss, he doesn't have all that much HP, and doesn't hit very hard outside of him main gimmick: he'll place a "vow" on the party, preventing you from using a certain command. (Like Attack, Skill, or Items) What makes him such a joke is that he has no vow against Poison damage, and he happens to be very vulnerable to Poison.

Shin Megami Tensei II: It's accepted by many that the endgame bosses starting with, depending on route, Lucifer or Sabaoth are the toughest. On Neutral, however, there's an extra boss fought in between Lucifer and the Godly bosses: Kuzuryu, the gigantic dragon controlled by Lucifer that had gone berserk after his death and threatens to destroy the world and kill everyone. Stephen and even Daleth ask Aleph to kill it...only for a joke of a fight to start that, if the party is strong enough, can be auto-battled - while Lucifer had deadly status attacks and Satan and YHVH can one hit kill a character, Kuzuryu has nothing going for it.

Shin Megami Tensei III: Nocturne: The Final Boss, Kagutsuchi. While having an awesome premise, two forms, all of the high-tier elemental skills and extremely powerful Almighty attacks exclusive to him... there's nothing much really to him. Buffing and debuffing as normal generally works, as he rarely cancels them, and provided you do that, even his ultimate attacks do little damage.

Shin Megami Tensei: Strange Journey: Pillar Zelenin, the final boss of the Chaos path. Notably, the fight is more or less identical to the fight against Judge Zelenin, which could potentially be the first boss after the alignment lock if you're on the Neutral path. (The first objective after the alignment lock is to collect four MacGuffins and these can be collected in any order; this boss guards one of them in the Neutral path, though it is notably the only one that's a true boss rather than a Mini-Boss and can come as a shock to New Game+ players who had already played the Chaos path and were expecting the same Mini-Boss that guarded that one on that path.) While it's still no cakewalk, it pales in comparison to the Final Boss of the other two paths (which legitimately rivals the Bonus Bosses in difficulty.)

From Shin Megami Tensei IV, we have the bosses of the "Errand for the Apocalypse" quest: the Horsemen of the Apocalypseall fought at once. Players who have challenged the individual riders in their respective 1/256 chance battles may go in expecting a battle that requires being Crazy-Prepared, only to discover that the four Riders are actually quite weak in this battle: They lack the terrifying high-end attacks that they use when fought individually, and have no more than 2000 HP each, making them easy to kill with a few Area of Effect attacks by a team capable of handling the individual Riders.

The second Digital Devil Saga game has its Final Boss, Brahman. It has five very predictable forms that can be taken out easily provided you can spread around resistances, as each form uses a different element. Its ultimate attacks are simply a buffed Megidolaon with no extra fluff and a skill that maxes its stats and minimizes yours, which can easily be canceled out with Dekaja and Dekunda. Though it should be noted that it's not entirely the boss's fault - the preceding boss, Meganada, is widely considered to be one of the toughest bosses in both games, and in beating it, you're probably more than prepared for what comes next.

The first game also has one in Ravana, who is somehow both this and, story-wise, the Climax Boss. While his first form is rather tricky, players of Nocturne will immediately recognize the gimmick from the Ongyo-ki fight, and the second form is only challenging due to the unique (until you reach the final boss, anyway) ailment he inflicts, which is an incurable (by the player, at least) version of Panic. Other than that, it's a rather simple fight, with his strongest attack being easily no-sold by throwing up a Void/Drain Force.

Mass Effect 2 has, at the end of the suicide mission, the Human Reaper. Somewhat justified in that it's basically a fetus. A giant, Eldritch Abomination robot fetus. Made of people. If you just want to get it over with, using the M-920 Cain (read: portable mini-nuke launcher) takes off 2/3 of its HP. However, unless you have your Heavy Weapon Ammo research completely maxed, you can only fire it once. Not like you really need to, anyway. It's easy enough to beat without firing a nuclear bomb at it.

Mass Effect 3 has Kai Leng, who was built up as a badass in cutscenes where he: kills Thane/Kirrahe/the Salarian councilor, outsmarts Shepard, shows off abilities similar to a Phantomnote such as invisibility, the ability to deflect bullets with a forcefield, and the ability to kill anyone with one swing of his sword, and seriously wounds and possibly kills Miranda. When he actually confronts you in gameplay, he loses all of the abilities he had in cutscenes, instead favoring just running around and taking potshots at you with his Power Palms, which is weaker than the version used by normal Phantoms. It's almost impossible to lose to him in both fights unless you do absolutely nothing note and even then, your squadmates will usually take him out themselves if fully leveled on Normal or below or run into a grenade thrown by one of his flunkies.

In fact, the Phantoms have one hit kills if they get into melee range of you making them far MORE dangerous than Kai Leng himself.

This also goes to show you that, when you get down to it, Kai Leng is all talk and shows himself to be a little bitch when pitted against a big threat such as Shepard. Hell, his brief skirmish against Thane proved that he is a poor fighter in that he was gettin his ass kicked by a terminally ill Drell. Had he not been sick, he would likely have killed Kai Leng right then and there.

One of the upgraded forms of the Lash ability from the Omega DLC pierces shields and barriers as long as they have health. Kai Leng only has shields and health. If you have a fast enough recharge time, you can kill him so quickly that the game fails to recognise it and you have to load a save.

Darth Nihilus in the second Knights of the Old Republic II. You spend half the game scared to death of facing him because the dude eats planets. But then, you reach him. You have back-up, he can't feed on your character because the Exile's Force connection is... peculiar the same as his, and he goes down in maybe 30 seconds.

There's even an option to sacrifice one of your teammates to weaken his power, which is completely pointless and makes you wonder just how underlevelled the devs seemed to think you would be at that point. Note that the Exile near the end of this game can easily destroy most other "bosses", except maybe Darth Sion and Traya. But that only serves to improve the constant feeling near the end of how awesome your character is, nothing quite like defeating Atris with a single blow. Or just use Force Crush, which cannot be defended against. Evil Is Cool indeed!

Traya is ridiculously easy to defeat. All you have to do is walk around the three lightsabres she floats in front of her and it becomes a Curb-Stomp Battle.

Diablo himself, in the first incarnation, is painfully easy to defeat. His only ranged attack is a simple blockable instant hit explosion but can be prevented by going melee, he's fairly susceptible to common magic, and has pretty low armor class. Doesn't help that there is an easy way to lure him out without waking his mooks. Excusable because in actuality, the body you're fighting is that of a helpless child.

The Summoner in Diablo II. You fight through a reality-bending Escher twister full of demons in search of a power-mad sorcerer, who keels over in two or three hits on Normal difficulty. The weakest super-unique creature in the game, hands down. Only the non-boss uniques in the first act are squishier.

Monster Racers has the Legendary Racer, Misaki. After That OneDuel Boss, you face someone who is not very fast, lacks an on-start Nitro Boost or other such gimmicks, has no terrain bonus, and.... well, is just one racer as opposed to three. Exactly the opposite of the previous fight, making this even less climatic.

A variation occurs in Pokémon Mystery Dungeon: Rescue Team. If you get a Grass-type as a result of the personality quiz at the beginning of the game, Groudon becomes a cakewalk. See, by that point in the game, you'll be used to the bosses being a Difficulty Spike, and have prepared accordingly. Additionally, the villagers will have already told you how powerful Groudon is, and just before you reach him you'll find Alakazam, Charizard, and Tyranitar barely concious. Finally, you'll have had to go through a slew of powerful defensive Mons on your way through the dungeon. Then when you finally get to him, his ability kicks in, allowing you to spam Solarbeam at him.

Even if you're not a Grass Type, Groudon starts so many squares away that if you have Iron Thorns or Silver Spikes, you can toss so many at him that he'll go down in a round or two of hits when he finally gets to you.

And in the post-game, there's the Western Cave dungeon. Before unlocking it, you see a cutscene where Mewtwo throws Charizard and Blastoise for a Curb-Stomp Battle. Then, when you unlock the dungeon, you go through 98 floors of powerful enemies, monster houses and such, where you're certain to gain at least five levels for your team along the way. Then, at the very end, you get to Mewtwo...who doesn't have much in the way of attacks and is easily beatable in a few attacks thanks to the levels you gain on the way to him.

The Final Boss of Pokémon Mystery Dungeon: Explorers, Primal Dialga. He lacks Contractural Boss Immunity, making it easy to shut him down with status moves or Sleep/Stun Seeds, and his most powerful attack leaves him wide open the following turn. While he's not a Zero-Effort Boss by any means—he has legitimately good stats, and resists most starter types except for Riolu and Phanphy, both of which are exclusive to the Updated Re-release—the fact remains that in order to make it to him the player has to endure a grueling Flunky Boss fight against Dialga's own Dragon, Dusknoir (a battle which is honestly more likely to pose a threat than Dialga himself) and then make their way through Temporal Tower, a gigantic Marathon Level brimming with Monster Houses, traps, and enemies that just love to spam all-hit moves. A player capable of taking on both Dusknoir and Temporal Tower should have no problem with Dialga. This may be intentional, however, as Dialga is not the true Big Bad. The actual main villain of the game, Darkrai, puts up a much more difficult fight as the True Final Boss.

Fable II ends in this way. After being transported to the Tattered Spire to confront Lucien, he is killed by the player (or by Reaver, if you take too long) by simply shooting him once.

Abazigal from Baldur's Gate II: Throne of Bhaal. Out of the Five-Bad Band and The Man Behind the Man that makes up the game's storyline villains, we have Illasera the Warm-Up Boss (who is a near-Zero-Effort Boss for anyone who brought their party over from Shadows of Amn), Yaga-Shura the Puzzle Boss (who you fight alongside his huge army of not-insignificant mooks), Sendai the Sequential Boss who is also a Mook Maker, and Baltazhar, who teleports around a lot and uses a lot of weird special attacks (and is immune to Time Stop). Abazigal... is a Palette Swap of the dragons you meet in Shadows of Amn with more HP. He stands still. He wing buffets you. He shields himself with outdated protective spells and has a slightly annoying lightning breath that will be lucky to kill your party mage at this point in the game. What doesn't help is that the stage's Mid Boss, Draconis, is the game's That One Boss and a lot more annoying to fight.

In standard BGII, the "place trap" ability of thieves can make any fight an Anti-Climax Boss if they're positioned right and you have a chance to plant them before the fight. This is especially grim when fighting Irenicus on the Great Tree, since you can walk past him before he becomes hostile, cover the place in the nastiest traps you have available, and then finish off the surrounding parasites, at which point there's a short conversation, he becomes hostile, and:

Irenicus: I have enough power to deal with you! SNAPSNAPSNAPSNAPSNAPIrenicus: Apparently, no I don't. *dies*

The boss of Tanglewood in Golden Sun: Dark Dawn. It's your typical Warmup Boss and it's in the beginning of the game, but it's anticlimatic due to Garet and Isaac assisting you with their strength and summons, allowing you to win the fight in just a few turns.

In a series with Bonus Bosses being noticeably more difficult then the rest of the game, the Ogre Titans stand out as easier than the storyline bosses. You need the Infinity+1 Sword that they are weak to to fight them in the first place, they start the fight off slow to allow you to buff, and only use physical attacks (which do minimal damage thanks to the easy buffs).

Blados and Chalis. No One-Hit KO attacks and no Djinn screws, both of which are standard for Golden Sun bosses. At worst, they can do some Mana Burn and some Standard Status Effects, which can be healed or even ignored if you aren't depending heavily on Psynergy. The second battle is even worse, as they have barely changed at all, while your group has leveled up and gained new allies, weapons, and Djinn. Their newally is more dangerous, but the battle can be ended by just beating the main two first.

One of Alpha Protocol's final bosses is armed only with an easily dodgeable rocket launcher with a very slow rate of fire. If you can get into the room that he is holed up in, he panics, curls up into a ball, and can be defeated with a single punch. The other final boss is somewhat more challenging.

Though the other isn't much of a challenge either. He uses weapons that have a high fire rate, though they don't do much damage and are easy to avoid, especially considering that all bosses in the game show you where they're aiming. He doesn't cower in the corner when you reach him, but he can't take much damage, and almost never decides to melee attack you.

In Vampire: The Masquerade – Bloodlines, the character who for story purposes is The Dragon turns out for gameplay purposes to be the final boss. It's a nice two-stage fight, which might lead some to think an even bigger one is coming up. But he just gets killed in a cut scene. Completely justified because his Clan is Ventrue, a Clan that usually never bothers to get their hands dirty because they specialize in Mind Control, gambits, and having lots of Mooks at their command.

Mewtwo in Pokémon Stadium. One on his side, six on yours (that can include one of him). To reach him, you need to fight some of the most blatant cheaters ever and he doesn't feel that powerful in comparison.

The eighth gym leader of Pokémon Red and Blue is Giovanni. He also just so happens to be the leader of Team Rocket, and you already had a few serious encounters with him in Celadon and Saffron City, so you can expect this to be one doozy of a fight, right? ...Um, no, actually. His team consists entirely of ground-types with low Special stats, so you can easily steamroll him with a water or grass-type. In fact, you should already have a strong water-type from your fight with Blaine.

To drive the point home even deeper, if you happen to be playing the Yellow version, the first Pokemon in his lineup (a Dugtrio) only has ground-type moves. It's theoretically possible to beat it with a level 2 Pidgey, since it will never get hurt.

One of the criticisms of Pokémon Ruby and Sapphire was that the person who meets the default Rival archetype (Brendan or May) don't even fully evolve their Pokémon and are only fought a very small number of times. This is what makes more people consider Wally as the rival, since he actually challenges you in Victory Road while Brendan or May give up. The leaders of Team Magma and Team Aqua also apply, seeing as they only use three Pokémon each; they also use all the same kinds of Pokémon that their minions use, so you're already used to battling them.

With proper training and knowledge of opponents, using Shedinja can turn almost any battle, including the Champion into this. Some particularly blatant examples:

Tate and Liza in Ruby/Sapphire. They have only two Pokemon, at a point in the game when most gym leaders have at least four, and both of them are weak to Surf, a powerful move that you are required to have in order to get to the gym in the first place. Oh, and you face them in a double battle, which makes it even easier because Surf can hit both of their mons at once, making it entirely possible to win the battle with one attack.

Skyla in Black and White: Her entire team is weak to electricity, with her signature (highest-leveled) Pokemon having a double weakness. Why is this bad? In order to reach her gym, you have to pass through the Chargestone Cave, which, if you couldn't tell from the name, is chock full of electric-types. If you don't have a Pokemon that can wipe her team, you have only yourself to blame.

Poor, Predictable Rock turns almost any major boss battle into this, since most major characters who aren't your rival have a preferred element/theme team, and by extension an obvious and easily-exploited weakness. Team bosses and Gym Leaders even have minions who use the same kinds of Pokemon, thus giving you a chance to practice countering them.

The whole Hoenn Elite Four is like this (except Steven and Wallace) but Glacia is probably the worst. Not only is her Ice Pokémon team remarkably easy to beat, but she seems to have no relevance at all to the plot of the game, only saying five lines in the entire game, none of them having any real importance whatsoever.

Glacia is especially bad when you consider that Hoenn only has two families of Ice-Types, making her team very repetitive. In the remakes, she at least gets a pair of Froslass to add to her team... but in the original Ruby and Sapphire, Froslass didn't exist yet. This means that one of the Elite Four has two Pokémon (a pair of Sealeo) who aren't even fully evolved on her team.

Zinnia in the remakes' Delta Episode. Faced at the climax of the plot, she's a powerful Lorekeeper with a team of powerful dragons that wants to stop a catastrophe by harnessing the power of Rayquaza. Her team includes Mega Salamence, Noivern, Altaria, Goodra and Tyrantrum. With such a setup and such a Game Breaker Pokémon on her team, you'd think this would be a challenging boss battle, right? It would be... if not for the fact you'll more than likely sweep all of her Pokémon with your newly-acquired MegaRayquaza.

After Zinnia, you face Deoxys, a powerful Mythical Pokémon previously only encountered via real life limited-time events. At level 80, ten levels higher than Rayquaza, you'd expect a great challenge. And you get that... if you try and catch it there and then. Unfortunately, in a straight-up battle, while Deoxys is quick and powerful, it can't takehits very well, meaning just about anything from Mega Rayquaza will knock it out... assuming it doesn't get one-shot by Deoxys, that is. Even then, Deoxys's only attacks are Hyper Beam (which leaves it a sitting duck for a turn) and Psycho Boost (which gets less dangerous the more often it's used).

There's also Marlon from Pokémon Black 2 and White 2; for the eighth Gym Leader, he's practically a pushover. You could probably beat his entire Gym with little more than one strong Electric Type and a Grass on the side for the few trainers that have Water/Ground hybrids. There are only two edges he really has — one is that all three of his Pokémon know Scald, which is useful against Pokémon that use physical attacks, which you likely aren't going to use against Water Types save Thunder Punch, Seed Bomb, Power Whip and such. The second is that his Jellicent is very bulky and can use Recover, but even then it's mostly an issue of being stalled out moreso than being disadvantaged.

For that matter, the Champion, Iris, has been deemed as this by quite a few players. For starters, she's only one level higher than the Elite Four before her. In addition, while it looks like they overpower her like crazy, all her Pokémon are either weak to type coverage that's relatively simple to obtain (Ice and Fighting-type attacks in particular, both of which are more than easily obtainable), very slow and easy to hit (Lapras, Aggron, and Druddigon), or both. Most of them also have rather underwhelming movesets in the initial battle, at least on Normal Mode. The rematches and Challenge Mode do buff her movesets up considerably, though.

There's also Black/White Kyurem. Similar to the Pokemon Stadium example above, unlike the past main series Pokemon games where you have to capture the Legendaries, this one forces you to actually fight and KO it. Despite being a Legendary Pokemon, you still have a possible team of six Pokemon (or one really over leveled one if you're the kind of person who only uses starters) in a battle system more designed around using a team instead of one on one. It's completely possible to OHKO it on the first turn with the right move even if you're a little below the intended level for fighting it.

Black/White Kyurem itself is also a complete pushover especially the former due to its weak move pool (Sans Fusion Bolt/Flame and Dragonbreath for White Kyurem) along with its abysmal typing, thus there is nothing stopping you from laughing at Ghetsis's ineffectual attempt to destroy you with his own Legendary by using a Pokemon that deals super-effective damage against Ice-types.

Whereas some of the prior villain leaders were nasty pieces of work and Ghetsis in original Black and White is That One Boss, Lysandre in X is a complete joke. You fight him literally right after you get Xerneas, which wouldn't be so egregious if he didn't have a Mienshao, a Honchkrow, and a Mega Gyarados, all of which the Life Pokemon treats as fodder via Moonblast. Pyroar will survive this move on the first shot, but even if Xerneas can't take it down, that still leaves the rest of your team. He's less of a comedy in Y, as Yveltal doesn't have the same killing power against Honchkrow and Gyarados.

And we have the Champion from Pokémon X and Y, Diantha, who is widely considered even worse. With Pokémon weak to Steel, Ice and Fairy-type attacks up the alley, and some with unorthodox movesets, there are quite a few Pokémon that can tear through her with little concern. Her ace, Mega Gardevoir, while strong, doesn't come out until last, and although it can hit pretty hard, its physical Defense leaves something to be desired, leaving it easy prey for an Iron Head or Shadow Claw.

The A.I. Roulette and the fact that Pokemon generally only have the last few moves they learned by levelling up in Red and Blue can make battles fairly anticlimactic. This is particularly jarring against the final rival battle with Pokemon such as Exeggutor with only Barrage, Hypnosis, and Stomp or Charizard who can lock itself into a permanent and weak Rage attack.

The entire Johto Elite Four is this in general. They're about ten to fifteen levels lower than every other Elite Four in the series (partly because you then explore a second region afterwards), have fairly predictable teams with weak Pokemon (and to make it more blatant, the fairly weak Bruno is the only non-champion member returning from the last game) and are generally pretty easy to defeat with less than half a team.

Malpercio in Algorab Village in Baten Kaitos: Eternal Wings and the Lost Ocean. This is a fight against the Big Bad, the evil god you've been trying to stop the whole game, who's ravaged the home of the Children of the Earth...and he hits about as hard as the regular encounters in the area, moves once per turn, and only has one finisher.

Every fight as against Malpercio in that form qualifies, simply because he's so weakened. When he transforms for the final fight, it's much more satisfying.

Akuro in Ōkamiden, once you figure out how to stop That One Attack. His fire and lightning attacks can be stopped with Galestorm, which you're required to get, and stopping said attacks leaves him vulnerable. If he uses his ice attack, you have to back up and avoid his hands, which isn't that hard. Did the sidequest to get Fireburst? You can stop his ice attack, too. Worried about ink? The hands drop it (along with health) if they're attacked. Of course, once you defeat him, he powers up...

Arguably Yami's final form from Ōkami, though this is mainly due to the fact that spamming Veil of Mist lets you do a lot of damage to him each time he's stunned.

The Gaping Dragon and Dark Sun Gwyndolin are jokes compared to the other bosses in Dark Souls. In both cases, the environment actually helps you. The Gaping Dragon's attacks are easy to avoid thanks to the huge boss arena and the fact that it takes a few seconds to recover after trying to charge you. Gwyndolin only uses easy to avoid ranged attacks and has no melee attacks, in an endless corridor with plenty of columns for you to hide behind. The battles are more tedious than difficult, since Gaping Dragon has high health and Gwyndolin is a "Get Back Here!" Boss who teleports away every time you come near him.

Quelaag isn't a very difficult boss either, especially for ranged characters, since her only ranged attack is slow and has extremely short range. Even melee characters shouldn't have any trouble as long as they avoid her shockwave attack.

Pinwheel is a near-memetic example of this trope, especially compared to the dungeon he's in. By the time you get to him, you should be leveled up and have good enough weapons to curb-stomp him into the ground immediately.

The final boss Gwyn, Lord of Cinder becomes this if you're good at parrying or exploit Good Bad Bugs.

The towering Ceaseless Discharge can be taunted into falling off a cliff, with only a few hits from your sword necessary to serve as 'encouragement'.

Seath the Scaleless is blind and immobile, only capable of pivoting on the spot, and has a huge blind spot that none of his attacks can reach on his left flank.

Mithos. Not only is he the final boss of the game, but he's the Big Bad for the end of the game too. He's easily beatable by the time you finish the game, and can be beaten with relative ease with just spellcasters (yes, that icludes Colette). He has a somewhat annoying status effect-inflicting attack in his first form — Rejection — but isn't too hard.

The duel-battle against Kratos late in the game. It's presented as a very important battle, in terms of emotions for the characters and storyline, as defeating this boss means you will be offered a pact with Origin, so you can obtain the Material Blade. Since it's a duel, you only get to fight as Lloyd. Problem this, the boss is a pushover - he still uses some of the spells he used when you were fighting him with a full team the last few times, but lacks the bigger damaging spells like Judgement and doesn't even use his Overlimit. The battle is likely made easier, to compensate for the fact that one has to fight it solo, but fails to live up to the in-game tension that was being built up. The post-battle scene also implies that the boss wasn't going all-out, after all, due to being a Death Seeker.

Despite being the penultimate plot-mandated Summon Spirit to obtain, the battle against Luna and Asuka. They are fought only after having gotten the other elemental Summon Spirits, which includes Shadow, whose element they are weak to. The player also has obtained the Tethe Seal: Dark skill for Sheena and the Amethyst, a skill and accessory that make the target's/wearer's attacks Dark-elemental, which means you go into the battle with more than enough options to make whatever weapon your party has equipped strong against the Light Summon Spirits.

Tales of Xillia turns the real Maxwell into a pitifully easy boss in Milla's route, because it skips the previous three phases that were unwinnable on Jude's route and the boss is also very susceptible to the Four Elemental Spirits, which the player had quite some time getting used to using in-battle, making the boss a pushover.

Mega Man Battle Network was rather weak in terms of boss health — nobody surpassed 1000HP in the game, unlike the sequels. The final boss, the Life Virus, was basically a glorified virus with a very predictable moveset and a shield that went down long enough to whale on its health and waste it in so early as one turn flat with the proper battlechips. To be honest, you can soley rely on the Program Advance Guts Shoot — it does 500 damage, so two hits of that will pulverize any boss lacking a protective barrier or guard.

In Mega Man Batttle Network 2, after a long, LOOOONG day of backtracking back and forth through the entire net, you finally come face-to-face with Gospel's Supreme Commander, (not really) Freezeman! ...Unfortunately, what could have been a climactic fight is rendered an utter joke by two simple facts: He's Aqua Element. And standing on Ice Panels. Both of these cause you to take double damage from Elec attacks, and they stack. 3 guesses as to how you take him down in a matter of seconds.

Falzar from the sixth game is a letdown of a final boss compared to previous ones in the series, having less than 2000 HP (Which was the standard amount for every game past the first), easily avoided attacks, and not being a particularly difficult target (Evasiveness being the usual justification for less HP). Its opposite version counterpart Gregar, on the other hand, puts up much more of a fight in every regard, although it is relatively easy as well.

Neverwinter Nights vanilla campaign: Blackguard Aribeth does not have any resistance whatsoever to Harm, a cleric spell that drains the target down to their last few HP. Also, the cleric henchman automatically prepares this spell every day and uses it against opponents without needing to be told to. Net result: near-instantaneous surrender or death, and you don't even need to know the spell yourself.

Thanks to general aversion of Useless Useful Spell, plenty of bosses in Neverwinter Nights 2 can wind up dying in just a few rounds. A cleric PC is particularly well-equipped, with Harm to kill tough enemies, Slay Living to kill strong-willed enemies, and Heal to kill undead. Pretty much the only threatening bosses for a cleric by the third act of the game are the dragons.

The final boss of Dragon Age II, Knight-Commander Meredith, could conceivably have been difficult to beat, since she's both a Cowardly Boss and a Flunky Boss who summons dozens of the fantasy equivalent of Humongous Mechas to fight you. But not only does the fight avert the Arbitrary Headcount Limit that has held firm for most of the rest of the game, allowing every one of your companions to fight her simultaneously, but, depending on your choices, you'll also be backed up by Knight-Captain Cullen, Guardsman Donnic and the city guards, your surviving sibling, and Zevran and Nathaniel, if they both survive Origins and Awakening respectively. She goes down without much fuss. (For extra anti-climactic flavor, there comes a point in the fight where the boss will stun everyone so she can engage in Evil Gloating, during which she doesn't defend herself. If you have multiple party members who, due to either class talents or items, are immune to stun effects, they can easily kill her in mid-sentence.)

Vlad from NetHack resides in the bottom half of the dungeon and, while not the final boss, is a required kill. However, he is so easy at that point that some people have used a "Vladsbane", which is basically a random, weak object made even weaker if possible, to defeat him. Some branches of the game such as UnNetHack have made an effort to increase his danger level.

The Legendary Golem in Rune Factory Oceans. This thing was the antagonist's trump card, and it seemed like a pretty good one: it took all of the final bosses of the DS games working together to merely seal it away the first time, and the ensuing battle created the world. But well, he's back, and there's little that our heroes can do to stop him besides going up there and giving him an old-fashioned beatdown. Here we go! Punch punch punch. Punch punch punch. Punch punch punch.

Erfar the Silvertongue.Flunky Boss extraordinaire aside, he will likely drop from a single attack. He doesn't even have a dignity to leave something decent behind, instead granting only one coin.

The Curse, mixed, oddly enough, with a Hopeless Boss Fight. It's shaped up to be a huge threat that had wiped out almost an entire race in the past. You're given the game's most powerful weapons and spells before the final fight and... you can't damage the Curse with them, and it kills you in a single hit. The only thing you can do (and all you need to do) is to leave Tka-Rik to fight the Curse, cast Weaken on it and/or Strength on him, and heal him, and it'll be over in a few moments.

Alduin from The Elder Scrolls V: Skyrim comes across as this in his final appearance. For an almighty god dragon, firstborn of Akatosh, designed to destroy the world, who has been chowing down on the souls of mighty Nord warriors... he's really not much. He's only a small step up from strongest dragon enemies you've already been fighting. You're given a few Nord warriors who can easily tank his hits even at harder difficulties (as they can't die), so he might not even try to attack you. The shout that makes him mortal also renders him practically immobile, and you can easily stand at a distance and pick him off using magic.

Done intentionally in Barkley, Shut Up and Jam: Gaiden twice: almost every opponent in the B-Ball Dimension's Arena goes down extremely easily (particularly the second-to-last one, which does nothing for three turns and then blows itself up), with the exception of the very last one. Also, the monster that guards the all-powerful b-ball Shimmerglobe is a single Ball Spider - a regular enemy from much earlier in the game that is inexplicably treated as a boss.

Bob the Goldfish in Earthworm Jim is a Zero-Effort Boss, but he is a goldfish in a bowl, so that's excusable. However, the Final Boss of the game, Queen Slug-For-A-Butt, is almost equally pathetic. She does have an attack - summoning insects with her scepter to attack Jim - but the casting animation is long, and attacking her in the middle of it interrupts her. If you shoot the Queen at any time you can, it is not particularly hard to keep her locked down completely, killing her without even letting her fire off one attack.

Shoot-Em-Ups

Almost every final boss in the Gradius series is the Bacterian emperor, who usually takes the form of a large brain and either fires easily-avoidable attacks or just sits there and does nothing, giving the player a chance to take him down. On the other hand, given that it's in control of the space station you just cruised through, maybe the whole level counts as the final boss. Exceptions to this pattern are in Nemesis II and Salamander II.

A self-parody series named Parodius also has these. Parodius Da has an octopus who claims he's strong, but you can shoot his legs off or wait until they let go.

In its Omake level, you find a penguin waking up and sitting on a bomb. He takes out a sign out of Hammerspace that says "The End". You just ignite the bomb, watch him fly (and fall), and get the many bells that come out.

While in the original Otomedius, the Gofer sisters' Odin Core is most definitely not an anti-climax, the final form of Dark Force in Otomedius Excellent is. After dealing with two difficult forms, the third one is just her child form, shrouded in a bit of black mist and shooting easily dodgeable projectiles.

The ending of After Burner Climax for the arcade which involves nukes also ends rather anticlimactically even if you let the nukes go off as your Carrier's CWACs destroys the missile and takes only mild damage from the shrapnel. But the stage beforehand will make most AB players wonder how he can get past all the missiles and flak barrages.

While far from a pushover, the Final Boss battle with Andross in Star Fox 64 is easier than most of the other bosses in the second half of the game. He's also easier on the harder path; while the final stage of the fight takes longer, has a smaller target area, and has more devastating attacks, it's also slow and immobile and faced in All-Range move whereas the final stage of the easier one stays in corridor mode, making its attack tough to dodge.

The Final Boss in the last wave of Bravo Sector (the first episode) in Raptor: Call of the Shadows is unusually easy when compared to the bosses from the previous two waves. This eggshell-shaped capital ship that defends the oil rigs that you probably have already destroyed opens up with only large salvos of missiles and a few number of tracking flak balls at you, which are relatively easy to dodge. While it has two white guns that look like its damaging plasma cannons, for some reason, they don't even fire (presumably due to either a bug or being Dummied Out to not work in the game), which pretty much plays this trope straight.

You can easily take out JoeFang in the first two Virtua Cop games by firing your gun rapidly against him. He has a huge hit box in his helicopter in the first game and he goes down extremely fast in a jet pack in the second game.

Simulation Games

Gabriel, the villain of Tom Clancy's Rainbow Six: Vegas 1 & 2, gives you an overly long Motive Rant, then tries to quick-draw his handgun on you. It migh have worked if your character didn't already have his gun pointed at his head.

Every single Ghost Recon game has this, with most final boss fights being a regular guy surrounded by body guards who all go down in one hit, but including anything else would be counter to the game's ultra-tactical and realistic gameplay.

In Rune Factory 2, your character is challenged to a duel by the father of one of the available love interests, in order to convince said father that you're "man enough" to marry his girl. Before the fight begins, a giant orc appears and interrupts the fight, threatening both you and the father. The orc is quickly found to be a pushover, as despite its girth and height, it is no stronger or more durable than its smaller, more common brethren.

Tom Clancy's H.A.W.X. can be said to have an anticlimatic final mission by gameplay terms. Operation Twilight was no more intense then your bog standard dogfight and your opponents fights not in state of the art fighters but older Migs. No superweapon or Ace Squadron to make the last stand against you or anything.

Hitman: Codename 47: After beating a bunch of jumped up super clones with miniguns, you then have to face... a weakling scientist with a tazer.

In Hitman: Blood Money, the final showdown with Mark Parchezzi III is over in 5 seconds if you just use your scoped pistols to find his noggin and down him in one shot from a respectable distance. This is guaranteed, as any player who made it this far is not just going to rush headlong into the firefight. Other ways to end the fight quickly include rigging explosives in his path, or going into first person mode to shoot him before his bomb goes off. Or if you leave a bomb where he shoots from.

In Hitman 2: Silent Assassin, the final target, Sergei Zavorotko, is a muscle-bound bullet sponge able to take a ridiculous amount of bullets compared to the other characters... unless you shoot him in the head, which kills him in one hit and is something the player should probably be good at doing by now.

When you meet Sniper Wolf for the last time in Metal Gear Solid, either you take her using your PSG-1 sniper rifle in a relatively challenging fight, or you can just run slightly to the right of your starting position into a small alcove and use your Nikita remote controlled missiles to render her completely helpless.

In Assassin's Creed I, you can finish the 3-part boss battle in about 10 seconds if you use the hidden blade to counter, or if you get a knockdown-type counter with a sword, sprint over while switching to the hidden blade and nail 'em when they're prone/supine.

In Assassin's Creed II, the final boss Rodrigo Borgia, aka the Spaniard, aka Pope Alexander VI has a Piece of Eden and a lot of health, but neither helps him much against five Ezios. After this, you fight him with just your fists, and if you choose, you can beat him by repeatedly kneeing him in the groin.To be fair, you're playing a 40-year-old who's been killing for over half his lifetime, while "The Spaniard" is a 68-year-old Fat Bastard who's spent his life politicking around.

In Brotherhood, his son Cesare Borgia essentially acts like a Papal Guard using a Longsword, except that he's immune to executions and counter kill attempts. While there are periodic guard spawns, an experienced player can quickly wipe them out in a single kill streak of counter kills and executions, so this final boss fight (as with "The Spaniard" in AC2) amounts to whittling down his health — making this one of the only fights in the game where a weapon's Damage stat matters. Story-wise, Ezio was already 48 years old while Cesare was only 31.

Assassin's Creed: Revelations has nearly every boss encounter be this. Leandros, the Templar captain who tries to execute Ezio in the start of the game, is assassinated in the first memory sequence without even a fight. Near the end, Manuel Palaiologos is far easier to kill than the Janissary Elite Mooks; a single counter and he's down. You fight Big BadAhmet while both of you are falling off a mountain and it only lasts about 14-17 seconds. And to top it off, you don't kill him; he's strangled by a supporting character and then violently thrown off a cliff. Lastly, the penultimate memory of Altaïr consists of him walking up to Abbas and shooting him with the newly created Hidden Gun.

Daniel Cross, despite being built up as a Hero Killer, regularly fails to live up to his hype. In his first encounter with Desmond, he gets knocked out cold within seconds of their meeting. In their second, he runs away, calls for back-up, and is no harder than any other enemy in the game. In the final encounter, Daniel begins suffering from the Bleeding Effect, which causes him to go nuts before running away. He doesn't even get a fight, he just gets chased down and assassinated.

Pandora Tomorrow: You engage Norman Soth and a handful of his flunkies. Soth goes down just as easily as his men do. Some players even miss the fact they just killed Soth and think he was a random dude.

Chaos Theory: Admiral Otomo stabs himself in the stomach while you watch through a bulletproof window. Your final objective is to save him and then return to the surface for pickup.

Emile Dufraisne is easily killed with any of your normal attacks. Hell, punching him will count as a kill! His infrared signature will grow cool quickly after he hits the ground, signifying death. Like Soth above, it can be quite easy to mistake him for a regular Mook.

If you unlock the secret final mission, Carson Moss takes a tiny bit more effort to beat than Dufraisne, namely some Button Mashing. He drops dead with absolutely zero fanfare.

In the sixth generation version of the game, however, the battle against Dufraisne plays out like a more traditional boss battle, at least until you either get to your gun or run up and stab him.

In Fragile Dreams, we have Shin. While tedious, both battles with him can be won without a scratch withg a Crossbow (and the Merchant and enemies to grind money are just a minute of backtracking away to buy it), as his only attacks are slow-moving projectiles and a telegraphed laser.

In Manhunt, the penultimate boss is Piggsy. He's an absolutely insane asylum escapee who wears the head of a pig as some sort of helmet/mask combination, doesn't appear on the radar, wields a chainsaw capable of killing the player in a handful of hits, jumps out of the shadows to give you heart attacks on top of heart attacks and is (just so we're clear) utterly bonkers. After you kill him, you finally confront the man who's forced you to become his insane snuff film project. He takes a few potshots at you with his pistol before you gut him like a fish.

In the first Tenchu game, after you infiltrate a compound guarded by ninjas and defeat The Dragon, you meet the boss: a helpless evil merchant with a gun. You CAN lose to him if you have barely any health left and he shoots you, but defeating him is easy. This is done again in Tenchu: Fatal Shadows. After tracking down the evil ninja you're pursuing... he declines to fight. His mistress, an untrained geisha with a dagger, instead confronts you. It may be possible to lose if you stand there, have almost no health left, and let her stab you, but you can kill her with one throw.

Subverted in Syphon Filter 2. After anticlimactically executing Stevens in the parking garage, you confront the real Final Boss, Chance, on the rooftop.

The three house leaders in Shinobido, as they can be assassinated like other enemies. Subverted by the actual ninja leaders like Kabuto, Hebitonbo and the Final Boss Garaman, who can't be wrestled or one-shotted and are immune to sneak attacks.

Primal Erin in Thief stalks you throughout the game and spends all of her time displaying disturbing and powerful abilities. You beat her by crawling around the arena, occasionally ducking behind cover to avoid her single attack, and picking up three pieces of the shattered stone. She doesn't even move!

Survival Horror

Alone in the Dark: The first game final boss. To beat him, Emily/Edward must cross the flooded room and reach the altar while dodging the Deep Ones and the fireballs, then put the talisman on the altar, light the lamp, and eventually throw it right in the tree.

After several boss battles against the various themed members of the Quirky Mini Boss Squad, the terrorist leader turns out to be just a regular guy with a pistol and a light armor vest, and although he has a boss-like health bar, he still goes down pretty easily.

The final final battle with The Dragon / The Starscream, Cecile, is even more anticlimactic, just shoot out the laser power boxes, then man the machinegun and mow him down.

In Gears Of War 2, you fight Skorge, who was built up the be the boss, in the penultimate chapter. The real final boss is a Lambent Brumak, which you fight with a Hammer of Dawn in an on-rails segment. Even on Insane, this thing is easy. All you need to do is hold down the fire button and it will die.

The Ork Warboss in Warhammer 40,000: Space Marine wasn't nearly as hard as any of the random Ork swarm fights earlier in the game. There's also the final boss, who is a goddamn Daemon-Prince, is defeated entirely through a single button mashing spiced with primitive and repetitive QTE.

The game features Dr. Challus Mercer, one of the main antagonists who turns up to make Issac's life difficult at various points throughout the game. He is a devout Unitologist who is trying to bring the Necromorphs back to Earth, believing them to be the next stage in human evolution. Naturally, he willingly allows himself to be transformed into a Necromorph in one of the later chapters of the game, and players are fully expecting to fight him as a boss, or at least a sub-boss. Imagine the disappointment when, instead of transforming into expected super-powerful boss, he simply transforms into a regular enemy.

The Hive Mind; it is about the size of a building, and is easily one of the more nightmarish Necromorphs, but it is very easy to beat; its main attack is telegraphed and so slow that it can be dodged very easily. The only tricky part in the encounter is when it tries to eat Isaac, as it can be hard to aim for its weak spots, but if you've managed to fight your way through the entire Ishimura, it should pose no real challenge. Not only is its main attack slow, but it only does around half a bar of damage. And this is right after it shows the hivemind picking up Kendra and gibbing her in a single throw.

In Freedom Fighters, the Soviet General Tatarin is assasinated with a single sniper shot to the head. Even if you go against the level design and instead run up to him to fight him, he turns out to be no stronger than the standard Soviet soldiers you've been mowing through the entire game, and dies with a couple bursts of assault rifle fire. He is, however, protected by a dozen or so Soviet Elite Mooks and a heavily armored, machinegun-wielding Giant Mook.

Star WarsRogue Squadron III: Rebel Strike has Sarkli, a formerly tough boss on Geonosis, return for a shootout on Endor. He's so easy to beat you can escape while doing so. And with the bonus missions included, the final boss is the impressive but easy to beat Executor capital ship.

In SOCOM 4: U.S. Navy Seals, Lt. Park chases a bleeding Gorman (injured via the mayhem you caused at the embassy) into a train station as he tries to escape. The final cutscene is him crying like a bitch while you decide whether to kill him or leave him to the local authorities.

A "Hard stage, easy boss" variations occurs in X-COM: UFO Defense: You fly to Mars, go through two gigantic battles, enter the final room... and find the leader of the alien forces... a giant brain that can't even defend itself. Sure, there's a lot of Ethereal Commanders in the room, but you could potentially win by having one Redshirt enter the room and throw an explosive at the target, no matter how many other aliens remain.

The sequel, Terror From The Deep, has a straighter example, as the final mission is much easier, especially when compared to the rest of the game. Not only is Cthulhu incapable of hurting you, his bodyguards kinda suck too.

XCOM: Enemy Unknown has a very hard, long final level. The final boss fight however can be made laughably easy if you position your troops in the right spot and the squad is of an appropriately high level. There is a good chance the squad can kill the boss in their first turn of combat before it even moves.

The final boss of Disgaea 2 is very easy for the fact that unlike any of the other final bosses in the series, he has no minions to deal with, meaning it's just a simple task of whittling down his less-then-impressive HP before he can defeat all 10 of your units.

The "true ending" can only be reached by having all eight legendary weapons and the Sword of Seals in your inventory, and Fa must still be alive, at which point the game will continue on for three more levels past the climactic battle with Zephiel. The bosses of these three bonus levels—Brunnya, Yahn, and Idoun—are all far easier to beat than Zephiel! The final two bosses, Yahn and Idoun, go down quite easily, and not even the extra qualifier that the real true ending only occurs if the Sword of Seals is used to strike the final blow should keep you from being able to see it.

The Dragon and Big Bad of the 1st game also qualify. The first has pathetic accuracy and damage, makeing him little more then a "gate" requiring the player to obtain the starlight spell in order to damage him. The final boss can easily be defeated by putting Marth in front of him, ending you turn, and attacking. It's possible to even land a lucky critical strike and take him down in one hit!

Fire Emblem: Thracia 776 was a rather difficult game, considered by many to be the hardest in the series. Except that its final boss, Veld (or Berdo or Beld/Berd, depending on who translated it), is a textbook Anti-Climax Boss. Yes he can turn party members to stone and all and has a powerful magic tome, but practically anyone can take him out as opposed to the traditional bosses that can only be killed by one or two units, or units with legendary S-Ranked weapons. Not to mention, they don't even need to be that high-level to kill or even take out most of his health to be finished off by another weak unit. (One Let's Play even took joy in stealing his trademark tome and then showing off the many myriad ways of killing him.

Julius, the final boss of Fire Emblem: Genealogy of the Holy War, is ordinarily That One Boss. His stats are good, and he's armed with the Loptyr tome, which, aside from the usual ridiculous stats that come with holy weapons in this game, halves your attack power before defence is applied, making it near impossible to do any damage to him. And he's got a good selection of skills, too - Charge lets him keep blasting you with his Meteor tome from afar, and if you get his HP below 40, Vantage and Wrath kick in, meaning he'll critical you to death before you can do anything. Oh, and he regenerates 20 HP every turn. So what makes him fit this trope? If you recruited Julia back, she'll have the Naga tome, which negates the attack-halving effect of Loptyr and is equally as powerful, and with her crazy resistance and the HP-regenerating Circlet item, he can barely damage her. As long as you got her back (not that it's easy, mind you...), beating him is a cakewalk.

The Black Knight. You've spent the better part of two games waiting to kill this guy, and when the battle finally comes, Ike stomps him. You can literally do nothing and you'll still win just by counterattacking; And if you equip Ike with a Hammer, you can kill him in a single attack. The hardest part of the battle is keeping him alive long enough for your other characters to get the Wishblade. This is especially disappointing when you consider how hard he was in Path of Radiance.

Most members of the Begnion senate, except for Lekain are this. They're all fought in Part 4, in the chapters preceding the Endgame, but since all of them are Bishops with low defense and speed, they are practically jokes who stand no chance against your army.

Path of Radiance:

Oliver is a corrupt senator who serves as the villain for the portion of the game that takes place in Begnion. After several chapters of chasing him (one of which consists of four separate battles) you finally corner him... And while his stats aren't too bad, they aren't anything special either. To add to it, about halfway through the final battle against him, a group of four friendly units, one of whom is extremely broken at this point in the game, will show up and start decimating Oliver's remaining forces. At this point, as long as you aren't outright trying to get yourself killed, the battle is yours -Even if you refuse to aid them, Tibarn and his forces will eventually finish the chapter on their own. The actual challenge is to make sure that one of your units deals the final blow so you can get Oliver's Nosferatu tome.

Petrine is one of the more prominent antagonists throughout the game, being the only one of Daein's Four Riders other than The Black Knight himself to be a major character and a recurring threat throughout the story. She's built up to be an extremely formidable warrior who is able to fight Greil of all people into a stalemate, and has practically made a sport out of roasting her enemies with her famed Flame Lance. Alas, when you finally get to fight her late in the game, it turns out that said Flame Lance runs off of her magic stat which, while high for a physical-based class, is still not high enough to be truly deadly. As a result, characters with high resistance, especially Sages, will barely be scratched by it, and will be able to make short work of her in return.

Fire Emblem: The Sacred Stones zigzags this with the final boss fight. A big deal is made over having to seal the Demon King's soul, making Genre Savvy players suspect a grueling defense mission is coming up... It's not. L'arachel does that step in about five seconds. Destroying the body, on the other hand, is as difficult as you'd expect, should you not do it fast before he unleashes Confusion spells...

And before that, with some cunning and a good use of a Thief/Rogue that steals his Fili Shield, Valter the Moonstone can go down with surprising ease.

Mad King Gangrel is the early-game Climax Boss... but he just happens to be a promoted Thief class, making him a Fragile Speedster, thus he goes down incredibly quickly. The only mildly troublesome thing about him is a skill that boosts his Accuracy and Evasion by 20 until the 7th turn, but it's still reasonably easy to take him out before then.

The first time you fight Validar in Chapter 22, he has the exact same stats he had in the premonition at the very beginning of the game. But then you fight him again with stats appropriate for that stage in the game, and he is still largely a non-threat due to his abysmal Speed and lack of any powerful Skills despite being a Level 18 Sorcerer. Hard Mode does toughen him up considerably though, giving him the Dragonskin ability (the only other enemy who has it is the Final Boss), as well as the very dangerous Vengeance skill.

Aversa also falls into this since, like all flying units, she suffers from a crippling weakness to bows and wind magic, and can be easily curbstomped by any appropriately-leveled unit with access to either.

Aion. As a Sage with decent stats and a Bolting tome, he can do some real damage at long range, especially given that most of your units at this point won't have much Resistance, and he has enough Speed (and the advantage of sitting on a ruin) that he can dodge a lot of your attacks. If you choose to fight him normally, he can be deadly. However, Kishuna shows up early in the level, causing an Anti-Magic field for ten squares around him... which just so happens to leave Aion helpless while you whale on him. (The con is that said field inhabilitates your own magic users and by that point you don't have the long-range Physic Staves handy, so you better work around that too.) As long as you don't kill Kishuna first, Aion will be pretty easy to deal with. Also, Killing Kishuna in that level (no easy task since he flees one turn after he's first attacked) will, with some other prerequisites, unlock a brutal bonus level, with a boss that's at a fairly High level in a promoted class, far beyond what your units will be. His stats are...somewhat lacking, though he's still a danger thanks to his long-range magic and the fact that most of your units will have poor magic resistance at this point and your mages won't be able to scratch him.

There's also Ensemble Darkhorse Denning, a late-game boss...of the Sniper class, leaving him unable to hit any unit in an adjacent square to him. Since you have to spend the full number of turns in the level even if you beat him in advance, most players find it preferable to surround him with four units and leave him until the final turn so enemy reinforcements continue to spawn for experience. Note that this is two chapters from the endgame.

Leo in Birthright Chapter 18 is built up as a powerful opponent and the confrontation with the Avatar - who he considered his brother/sister - is supposed to be emotional, but he's a joke of a boss. He has very low stats for a Level 12 promoted unit (he has better stats bar HP when he joins as a playable unit in Conquest Chapter 14, and at Level 2), so he poses little threat plus he's fought in a very small map that makes it easy to just run up to him and beat him in one or two turns.

Garon is the second-to-last boss of both Birthright and Conquest, but he's not very threatening. His main weapon is an axe, which naturally has low accuracy (especially if against an opponent with Weapon Triangle advantage). As long as the Avatar hasn't been reclassed to something that can't use a sword, they can just walk right up to Garon and use the upgraded Yato to easily take him out in a round or two.

If the player trained the Avatar well, Xander can become this in Birthright Chapter 26, as it will only take one or two hits from the Noble Yato to down him, on top of this being possible to do in one turn. It doesn't help that this comes after Elise's death, and it's especially jarring given that Xander was a walking Hopeless Boss Fight in Birthright Chapter 12.

Jagged Alliance 2's Big Bad is Queen Diedrianna. She has great stats, great armor, and great weapons... but then so do the mooks by that stage of the game. And for that matter, so does your squad. And unless you've done something wrong, there's eighteen mercs in your squad by this point. Her swarm of Elite Mooks are much more of a problem than she is, especially as she doesn't join the fight until you actively shoot at her. And she succumbs with ridiculous ease to a single mustard gas grenade.

After a certain event in La Pucelle: Tactics, you have to replay a challenging boss fight against a demon lord and his mooks with only one character. However, said character Croix is suddenly level 100 (while, barring a lot of Level Grinding, the rest of your party won't be nearly at that level), gains wicked stats, and even more wicked special attacks. Oh, and he floats all the time too, so you know he's Badass. The only real challenge in this fight is making sure you don't accidentally kill the transformed innocent villagers turned Mooks. None of the enemies' attacks will even scratch the guy. The cut-scene afterward shows Croixstomping on the defeated demon lord's head; the once mighty demon begging for mercy. He only stops when he finally smashes the demon's head into the ground. This Anti-Climax Boss encounter acts as foreshadowing for The Reveal that Croix is the Dark Prince; The Antichrist of the La Pucelle world.

after cutscene abusers, a Scrappy Level, and a series of levels that are potentially such, you'd expect something far more threatening for a final mission than a wheezing old man on life support heading a small army along with slime that doesn't move fast at all trying to control a very open area, and a MySpace girl wannabe commanding nothing but pre-deployed units against ridiculous building capabilities.

Von Bolt's weaknesses are particularly obvious next to Sturm (from the last game) and Caulder (from the following game), both of whom were so powerful as to be considered broken in a series that practically runs on brokenness. Von Bolt, by comparison, is at best unremarkable, and is widely judged as a nerfed Sturm (Sturm buffs his units' attack and defense by 20%, Von Bolt by 10%, Sturm ignores terrain, Von Bolt doesn't, Sturm has a single 10-star power that nukes a massive area for eight damage and buffs his units even further, Von Bolt has a single ten-star power that blasts a small area for three damage and freezes a few units for a turn). Even if the map itself wasn't pretty easy, and if the superlatively broken Dual Strike and CO skills didn't exist, Von Bolt would still be an underwhelming enemy compared to his predecessor.

The webcomic Totally Flaked had a field day with that one. Apparently it was the incompetence of the BH units to blame.

When you finally meet the Chaos Lord Zymran, you'll find he's actually weaker than any of the Terminators guarding him. He only wears the standard power armour, and his weapons are weaker than that of a Terminator or Assault Marine.

When you face the Greater Daemons, it is possible to kill them with one lucky shot from Multi-Melta or just dogpile them with your Terminators and hammer them into ground in a single turn. This is in good part due to Artificial Stupidity: the Daemons will often just sit there until you start attacking them, meaning you have a full turn to unload every single weapon you have into them before they act. Bloodthirster is especially bad, since he cannot walk down the stairs to engage your team in melee combat, and he cannot fly despite having wings.

Super Robot Wars Original Generation Gaiden features in its second-to-last stage Dark Brain, who has the most HP of possibly any boss in the entire series, never mind that one game. He regenerates a third of it every turn and is surrounded by a battalion of bosses in mook's clothing that can severely drain your team's resources before you even start dealing with the boss fight. And then you get to the final level, and face Neo Granzon, theTrue Final Boss of the Super Robot Wars series. Anyone who knows the history of that particular mech was ready for an epic final battle. And then he turns out to have less than half of Dark Brain's HP, pathetic defenses, and mooks who are carbon copies of a Disc One Final Boss from two games ago. Your characters have gotten so much stronger since then that some will be literally immune to their attacks. Not exactly a battle that epic songs will be written about.

The Final Boss of Gorky 17/Odium. Lots of health, powerful attacks, powerful armor. ...And he's not immune to tranquilizing (which renders him unable to act at all for several turns) - and by that point in the game, you have enough equipment to easily keep him stunned for the entire battle. Oops.

St. Ajora/Altima goes down pathetically easily in the final battle of Final Fantasy Tactics, even if you're not using an overleveled party or Thunder God Cid. In fact, even with a moderately leveled party (matching the level of the characters you fight in the final dungeon) you can kill both of her forms with just a handful of attacks.

The final stages of Final Fantasy Tactics Advance is unlocked only by completing the standard 300 missions of the game, including the final boss of the main plot, the challenging Li-Grim. For the bonus missions, the final boss is three pathetically easy judges who will fall quickly to your powerful party.

Not strictly a boss (rather, an optional encounter) but Asagi Asagiri in Makai Kingdom is rather anticlimactic. Most event battles (such as your fellow overlords) have enemies well over level 1000 with ultimate equipment, and require the wishmaker to be in the hundreds and pay a few thousand mana to unlock. Asagi's event require a level 1000 wishmaker and costs 100,000 mana, and... she's level 50. Completely alone. Without any noteworthy equipment. Zetta himself mocks her weakness and refuses to let her become a protagonist until he's pounded some actual skill into her. The rest... is history.

The final mission of Front Mission. Once the flunkies and the mini-boss are destroyed, the final boss' first form is completely immobile and all its attacks have a maximum radius, so if you've fitted your wanzers with missile launchers you can chip away his health without him being able to damage you. The second form is more powerful than most standard enemies, but it's a mech that you've fought and beaten several times before (Driscoll's), so you should know what to expect by now. On top of that, this is the only mission where you can deploy all the pilots you've recruited over the course of the game, so you're more than welcome to Zerg Rush him if that's your style.

Wide-Open Sandbox

The Godfather: The Game, has examples of this justified by realism. Eventually you will come across important opponents and very skilled targets, who, although they are crack shots and occasionally wear body armor, are still human. Thus, a shot to the head can often end many a dramatic battle.

The two people you must kill at the end of Grand Theft Auto: Vice City Stories go down in a single well-aimed gunshot each, in contrast to a previous (and connected, storyline-wise) boss-like encounter which can be hard even with super powerful weapons.

Bully ends with a one-on-one punch-out against teenage sociopath Gary on a collapsing scaffolding on the school's roof. He's no tougher than any of the standard Mooks you've been beating up throughout the game (and may even be weaker, since he barely fights back and spends most of the time trying to block your attacks), whereas you've probably acquired a massive number of brutal moves from the crazy hobo by that point in the game.

Rockstar's Grand Theft Auto games in general subscribe to the "difficult level, easy boss" approach for the games' final missions. Typically, they involve a long, multi-stage action sequence (with no saving or checkpoints!) with vehicular chasing/combat + difficult shootouts against many enemy Mooks, which end with a one-on-one confrontation with the Big Bad who dies after a second or two of assault rifle fire. Such a thing is quite common throughout the entirety of San Andreas. Some sub-bosses do carry armor but that just adds a second or two to their lives.

Grand Theft Auto 2: All of the bosses, once the player has completed all of the missions. They come without reinforcements despite not being especially strong in any way - thus, the final mission of each level is just to kill three random enemies as they come.

Red Dead Redemption: ALL of the bosses are like this, mostly because the focus is more on what happens to the protagonist than on the bosses themselves, and because the whole game is a deconstruction of typical western tropes. Basically, the bosses are treated like human Macguffins.

In Red Faction: Guerrilla, after a ridiculous trek up Mount Vogel with you in a missile pod tank against the entire EDF, at the summit of the mountain waits General Roth in a standard tank. By this point in the game, you have two weapons that can simply kill Roth inside the tank and leave the vehicle intact, and a few heavy-duty weapons, including two different rocket launchers, that can simply destroy the tank itself. Even if you didn't bring any of these weapons with you, at close range all he can attempt to do is run you over, since his howitzer can't target you and his tank has no secondary machine gun. It's virtually effortless to circle around and take Roth down with mining charges or even the sledgehammer.

Almost all of the bosses in Saints Row 2. Most of the difficulty in the boss missions comes from fighting your way to the boss past wave after wave after wave of Mooks (and, in some cases, attack choppers with guided missiles). Special mention has to go to the Final Boss, though, since (again, once you actually get to him) he only has three or four guards and is himself only armed with a dinky pistol. Take out his men and you can beat him to death with a crowbar, if you like.

Miscellaneous Games

Arch Pandara of Patapon 3. It is Nintendo Hard getting to it, but he can be beaten with a single strike.

The final mission of Airforce Delta is a dogfight against a single enemy plane not especially smarter or stronger than the dozen of plane mooks fought throught the game.

The final mission in Backyard Skateboarding is three tricks (one of which is an ollie). As if the rest of the game weren't already easy...

Nagash in Warhammer: Dark Omen. The hordes of mummies you have to negate before you get to him are indeed lethal and tiresome, but the Supreme Lord of Undead himself? Not so much. Granted, he's a superb melee fighter and a capable wizard, but you have a TANK. Crunch, oops.

The Final Boss Megaman Juno is no better. All the player has to do is run around the room in circles all the while shooting him with the Buster, only sometimes jumping to avoid his shockwave attacks to beat him in both his forms, often without taking a scratch.

There are a number of songs in Rock Band that aren't nearly as difficult as their difficult ranking indicates, which can lead to this trope. In particular, in Rock Band 2, "The Trees" is a tier 6 on drumsnote but is still easier than some tier 5 songs, and a number of songs are placed in the "Impossible" tier, even though only one or two instruments are difficult enough to warrant that rating (for instance, "Bodhisattva" is a tier 6 song overall, but only the guitar is that difficult. Drums are tough, but bass and vocals are nowhere near "Impossible" level).

The final Wizpig race of Diddy Kong Racing can fall under this category. The items return, the stage layout, while with way more turns and dips, do not require you to perfect every boost, and Wizpig himself is less intimidating than he is. He is actually slower than his running counterpart.

Yu-Gi-Oh: Stardust Accelerator. The second to last boss is a painful survival gauntlet where you have to fight 4 tournament caliber decks, in a row, with no resetting lifepoints and if you lose, it's game over and you have to go through a long cutscene to fight them again. These are: a Zombie deck, which by itself is tougher than anything the game has used before, a Water deck, a Lightsworn deck (an archetype of rare cards deliberately designed to be overpowered before the ban list nerfed it - this game is before that nerf - and comprised of cards so rare that it's difficult for a player to fully assemble a Lightsworn deck of their own), and a Dark Armed Dragon deck, modelled after a deck that won multiple real life tournaments. Oh and they have the computer's "luck" to help them out.... After that absolute hell, you get to save then fight the final boss.... Jack Atlus, using a poorly built, unoptimised deck that is built for flavor. And it is a joke.

The final boss of Jaden's story in Tag Force 2 is... Jaden, using whatever deck you built for him. No special top deck hax, the not terribly good AI on his side and those crappy, crappy E-Hero cards he's forced to use leads to an easy win.

The Flash Rhythm GameDJManiax plays this for laughs: One of the unlockable songs is "Dash Hopes 3 EX", labeled "Final Final Boss" and has the maximum difficulty rating. When the song starts, the time line starts moving faster and faster, eventually going nuts until it appears on both the top and bottom halves of the screen simultaneously... then it suddenly returns to normal before the first note. The song has all of 7 notes, one every 2 measures, plus one at the end that turns into a bomb, making it by far the easiest song in the game.

In LEGO Racers 2, the final boss, Rocket Racer, is the easiest boss in the game. Part of this is because he doesn't cheat unlike Reigel and the Berg, and the other part is because he goes up ramps, which slow you down.

In Casper on 3DO, PS1 and Sega Saturn, the final boss "battle" has you being chased around a maze by Ghost!Carrigan. You go to the bottom of the maze and pick up the key while dropping coins to keep her distracted, then open the chest in the middle of the maze and wait for her to finish picking up the coins, at which point she starts coming after you again and gets sucked into the chest. You don't even have to use the coins. You can just barely outrun (outfloat?) her and she'll probably only get one hit in as you're opening the chest.

The Final Boss of Alan Wake is stationary, it's "attacks" are just chunks of random garbage revolving around it and you have to try real hard to get in their way (In fact, shooting them down is more entertaining then the main event). You have an unlimited supply of ammo and it goes down in about three shots.

Phoenix Wright: Ace Attorney: Trials and Tribulations: Subverted with Luke Atmey in case 2. He gives in quite easily on the first day and admits to being Mask☆DeMasque. Then we find out he wanted to be found guilty of theft so he would have an alibi for the murder he actually committed. When this comes to light, he's much more difficult to beat.

In the eighteenth chapter, when you're playing as the biker, you get to fight the protagonist of the first fifteen chapters of the game—you're reliving an earlier boss battle, this time from the boss's perspective. Simply walk up to the boss, who is a One-Hit-Point Wonder, and kill him with a single melee attack before he manages to do anything. Hilariously, in the original version of the boss battle, when you were playing as the former protagonist against the biker, the boss never thought of doing anything that simple and instead engaged in overtly complex and ultimately suicidal maneuvering.

To a lesser extent, the female ninja bodyguard of the mob boss. As she lunges at you, you simply toss a heavy object at her, at which point she falls down and you can just walk up to her and finish her off.

Non-Video Game Examples:

Darklords Zagarna (Book 2) and Gnaag (Book 12) are destroyed without a fight by the power of the Sommerswerd. In gameplay terms an anticlimax, but the satisfying and incredibly badass descriptions of these literal embodiments of evil being annihilated in a blast of holy sunfire makes up for it.

Wytch-King Shasarak and Agarash the Damned from the World of Lone Wolf books starring Grey Star might end up being these. The former can have a fearsome Combat Strength of 30, but that can be reduced to 10 if you take certain options in the pre-fight, making him significantly weaker. Grey Star beats the latter by simply throwing the Moonstone at the gate Agarash is trying to pass through, thus preventing his escape.

Literature

In 'The Stones Are Hatching', the whole book is a build-up to the slaying of the Stoor Worm, and a large amount of tension is built around how hard it would be the fight it. Phelim kills it by kicking a mouse off a cliff.

Tabletop Games

The Tarrasque in Dungeons & Dragons is hyped to be the biggest, baddest, toughest monster in the game, often rumoured to be the cause of why so many powerful empires are no longer around. Too bad that for its 3rd edition incarnation, (And others) it moves slow, can't fly, and has no ranged attacks. Meaning anything that does and has a decent damage output can poke it to death without harm. It has a pathetic will save that any wizard that should be encountering him can beat (baring natural 20) and no immunities to the effects that target will (Even the ones that people avoid using because every other high level monster beside Big T is immune to them). You can have your very own pet Tarrasque for a day/level (that can easily be renewed before it expires with no effort, just command it to lower it's SR and fail the will save) via Dominate Monster. One noticeably laughable design choice is that over half its feats are some of the worst feats in the game. It doesn't help that ever since it was created, gamers have had unofficial "easiest/silliest ways to defeat the Tarrasque" contests. One particularly noticeable one involves a goat with a jar of green slime tied around its neck. The Tarrasque eats the goat and the slime then destroys it from the inside.

The Red Hand of Doom adventure features the Ghostlord, meant to be a Hopeless Boss Fight — he's encountered when the party is around 8th level, and he's CR 13, so on paper, the only way to beat him is to talk to him and convince him not to join the Big Bad. However, the Ghostlord is pretty badly-built for CR 13; he's a lich ex-druid 6/blighter 5, which translates to his first six class levels being useless and his next five levels being in a fairly weak prestige class designed to compensate for his first six levels being useless. On top of that, he's already used his 5th-level spells when you encounter him, so he's actually down to 4th-level blighter spells, making him effectively a 7-8th-level druid. He can still be a tricky fight if your DM is crafty and abuses his lich skills and Wildshape ability, but overall, he'd actually probably be one of the less threatening bosses in the game (particularly since the enemies just a few rooms away are a team of hobgoblins in full Tucker's Kobolds mode).

Web Original

Fire Sensei in Club Penguin. After winning all of the fire suit in Card Jitsu Fire, which can be very hard, you have to fight the Fire Sensei to get the fire gem. You expect Sensei to be quite hard, but when you fight him he suddenly starts using weak cards and gets beaten very quickly.

Random Assault: Slabflapper is defeated simply by having Mitch talk too much to him.

-What, that’s it!? You guys were talking about her like she was going to start World War Three, and it took you five minutes to come up with a plan to stop her!? – Blue Star complains. -We’re the Vanguard. It’s what we do – Torn points out.

In the 2012 D 20 Live event, Big Mike introduced a menacing, albeit injured, Black Dragon, which was intended to be defeated by the party with the aid of the town magistrate and his personal guard. But through clever actions and some very lucky dice rolls from the players (as well as very unlucky dice rolls from the DM), they managed to defeat him all on their own... with the dragon not even managing to land a single hit on the players.

In RWBY, the third confrontation between Ruby Rose and Roman Torchwick ends with a Griffin Grimm eating Roman during his Villainous Breakdown.

In Dragon Ball Z Abridged, the Garlic Jr. Saga begins and ends in one episode. Garlic Jr. had the misfortune of running into Mr. Popo.

Western Animation

In the season 11 premiere of Aqua Teen Hunger Force, Presbobot, brainwashes and turns stop motion animator Toby into a giant robot to kill the Aqua Teens. However, too many layers of metallic armor was put on Toby, causing him to suffocate.

In the final of Total Drama Presents: The Ridonculous Race the Ice Dancers, the Big Bad pair of the season who had won more than any other team thanks to both their abilities and ruthless cheating, don't even make the final two but are instead taken out of the race by a flat tyre. It gets worse as their rivals, the Police Cadets, are one of the teams competing in the final three. So not only do the Big Bad twosome get taken out in a lame way, the show misses out on them facing their rivals in the final. The Surfers are substituted instead, a team the Cadets had no bad blood with.

Community

Tropes HQ

TVTropes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Permissions beyond the scope of this license may be available from thestaff@tvtropes.org. Privacy Policy